The Science Of Fortnite
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Author | : James Daley |
Publisher | : Simon and Schuster |
Total Pages | : 155 |
Release | : 2019-11-05 |
Genre | : Science |
ISBN | : 1510749632 |
Discover the science behind the Fortnite phenomenon! Drawing in more than a hundred million players in its first year of existence, Fortnite's crazy mix of intense combat, wild weapons, innovative construction mechanics, and eccentric environments has made it one of the most popular online video games in the world. A perfect gift for any Fortnite fan, The Science of Fortnite addresses more than fifty topics that span the entire Fortnite universe! This book includes scientific discussions of many of Fortnite’s most interesting gameplay details, including: The island The battle bus Traps Gadgets Weapons Schematics Building The storm This book will discuss how many of the game’s most fantastical weapons might actually work, how the player-made structures would or wouldn’t stand up to the stress of battle, and what the deal is with that huge purple storm! Whether you’re a fan of Battle Royale, Save the World, or Creative play, The Science of Fortnite will entertain and enlighten you with the scientific truths behind this amazing game.
Author | : Celia Hodent |
Publisher | : CRC Press |
Total Pages | : 383 |
Release | : 2017-08-10 |
Genre | : Computers |
ISBN | : 1351650769 |
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Author | : Josh Gregory |
Publisher | : Cherry Lake |
Total Pages | : 36 |
Release | : 2019-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 1534149600 |
With hundreds of millions of players around the world, Fortnite is the video game sensation that has taken the world by storm. Its unique design combines the construction and problem solving of games like Minecraft with competitive online battles. In this book, readers will learn all about the creation of this incredible game, from how it was first conceived to how its developers are continuing to tweak and improve it today. Includes table of contents, author biography, sidebars, glossary, index, and informative backmatter.
Author | : Triumph Books |
Publisher | : Triumph Books (IL) |
Total Pages | : 0 |
Release | : 2019-06-04 |
Genre | : Computers |
ISBN | : 9781629377384 |
Offers a guide for building playable worlds with Fortnite Creative, covering such topics as construction materials, building mechanics, and game modes like racing and obstacle courses.
Author | : Meg Hafdahl |
Publisher | : Simon and Schuster |
Total Pages | : 255 |
Release | : 2022-09-06 |
Genre | : Science |
ISBN | : 1510767193 |
A scientific discovery of witches in fiction—Chilled Adventures of Sabrina, Sleeping Beauty, Wicked and so many more! Kelly Florence and Meg Hafdahl, authors of The Science of Women in Horror and co-hosts of the Horror Rewind podcast called “the best horror film podcast out there” by Film Daddy, present a guide to the history of witchcraft through the stories and characters we all know and love. Reveal the spellbinding science behind the legends and lore surrounding fiction’s most iconic witches, answering such questions as: What is the science behind divination and spellcraft? When did witchcraft begin to show up in literature and media? Has science made it possible to uncover the truth behind the powers of necromancy and employing familiars? How has witchcraft been thought of throughout the world? Through interviews, film and literary analysis, and bone-chilling discoveries, join Kelly and Meg as they learn about the complicated and rich science of witchcraft throughout the centuries and discover why now is the season of the witch!
Author | : Rhiannon Lee |
Publisher | : Simon and Schuster |
Total Pages | : 217 |
Release | : 2022-08-02 |
Genre | : Science |
ISBN | : 1510770887 |
Discover all there is to know about strong women in fiction: Hermione Granger, Wonder Woman, Princess Leia, and more! A strong woman is not just a badass lady who solves her problems with a high kick and a sassy comeback, all the while looking fabulous in a cape (although the cape is a plus!). A strong woman is a pioneer for bravery, intelligence, determination, and social justice for all. Compelling, humorous, and brilliantly illustrated in equal measures, The Science of Strong Women showcases a collection of fifty fantastic fictional feminists we all know and love. Through media analysis and awe-inspiring discoveries, this inspirational guide delves deeper into female-forward fiction and features a truly diverse collection of strong women including: June Osborne Star Carter Katniss Everdeen Elizabeth Bennet Éowyn Jo March Buffy Summers And many more Here’s to strong women. May we know them, may we be them, and may we learn from them with The Science of Strong Women.
Author | : Bernardes, Oscar |
Publisher | : IGI Global |
Total Pages | : 869 |
Release | : 2022-05-20 |
Genre | : Education |
ISBN | : 1668442884 |
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Author | : Sylvester Arnab |
Publisher | : Routledge |
Total Pages | : 222 |
Release | : 2020-04-29 |
Genre | : Education |
ISBN | : 1315295032 |
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Author | : Robert Plotkin |
Publisher | : Infobase Holdings, Inc |
Total Pages | : 204 |
Release | : 2020-05-01 |
Genre | : Science |
ISBN | : 1438182759 |
Computers in Science and Mathematics, Revised Edition examines notable contributions to the advancement of computer technology, as well as the many ways in which scientists and mathematicians use computers in their daily work. This newly revised edition places a focus on the development of computer hardware and software, the theory underlying the design of computer systems, and the use of computers to advance science and mathematics. Computers in Science and Mathematics, Revised Edition also provides a history of computers as scientific and mathematical tools, followed by examples of how computers are used to solve an increasingly wide range of scientific and mathematical problems. Chapters include: Before Computers: Mechanizing Arithmetic, Counting, and Sorting Early Computers: Automating Computation Cryptography: Sending Secret Messages Mathematical Proofs: Computers Find Truth Simulation: Creating Worlds Inside a Computer Weather: Mapping the Past, Predicting the Future Computer-Inspired Biology: Making Computers from Living Things Biology-Inspired Computing: Learning from Nature Recent Developments.
Author | : Andrews, Sharon |
Publisher | : IGI Global |
Total Pages | : 473 |
Release | : 2021-06-25 |
Genre | : Games & Activities |
ISBN | : 1799873021 |
Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.