Digital interactive audio is the future of audio in media. In this book, Karen Collins provides a framework for understanding the history, issues and theories surrounding interactive audio. She introduces the topic from a variety of angles in order to provide a supplementary tex…
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for under…
Argues that video games are not fun but actually lead to feelings of frustration and incompetence and that video games are one of the few mediums that allow us to experience and experiment with failure.
Master the Principles and Vocabulary of Game Design Why aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do? The problem is language. We…
Wired contributing editor Frank Rose introduces readers to the people who are reshaping media for a two-way world--people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even…
Game analytics: maximizing the value of player data
Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing …
"Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member…
"The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. This book tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patte…
Higher education institutions are increasingly delivering content online, but the content is often not sufficiently engaging. "Learning Online with Games, Simulations, and Virtual Worlds" provides a simple and practical guide to identifying when and what kind of games, simulatio…
Interviews en essays met onder meer machinima producers en uitvoerders over de productie van dit filmgenre.
"Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It's an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In this book Kennedy provi…