The Game Design Reader is a one-of-a-kind collection on game design and criticism,from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and EricZimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroomsourcebook, a reference for working game developers, and a great read for game fans andplayers.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists,media theorists, and others consider fundamental questions: What are games and how are theydesigned? How do games interact with culture at large? What critical approaches can game designerstake to create game stories, game spaces, game communities, and new forms of play?Salen andZimmerman have collected seminal writings that span 50 years to offer a stunning array ofperspectives. Game journalists express the rhythms of game play, sociologists tackle topics such asrole-playing in vast virtual worlds, players rant and rave, and game designers describe the sweatand tears of bringing a game to market. Each text acts as a springboard for discussion, a potentialclass assignment, and a source of inspiration. The book is organized around fourteen topics, fromThe Player Experience to The Game Design Process, from Games and Narrative to CulturalRepresentation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas andresearch fundamental to the study of games, and points to relevant texts within the Reader. Visualessays between book sections act as counterpoint to the writings.Like Rules of Play, The Game DesignReader is an intelligent and playful book. An invaluable resource for professionals and a uniqueintroduction for those new to the field, The Game Design Reader is essential reading for anyone whotakes games seriously.
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The incredible inside story of power, money, and baseball's last twenty years. In the fall of 1992, America's National Pastime is in crisis and already on the path to the unthinkable: cancelling a World Series for the first time in history. The owners are at war with each other, their decades-long battle with the players has turned America against both sides, and the players' growing addiction to steroids will threaten the game's very foundation. It is a tipping point for baseball, a crucial moment in the game's history that catalyzes a struggle for power by three strong-willed men: Commissioner Bud Selig, Yankees owner George Steinbrenner, and union leader Don Fehr. It's their uneasy alliance at the end of decades of struggle that pulls the game back from the brink and turns it into a money-making powerhouse that enriches them all. This is the real story of baseball, played out against a tableau of stunning athletic feats, high-stakes public battles, and backroom political deals -- with a supporting cast that includes Barry Bonds and Mark McGwire, Joe Torre and Derek Jeter, George Bush and George Mitchell, and many more. Drawing from hundreds of extensive, exclusive interviews throughout baseball, The Game is a stunning achievement: a rigorously reported book and the must-read, fly-on-the-wall, definitive account of how an enormous struggle for power turns disaster into baseball's Golden Age.
It is by making innovation an intimate, intentional part of the business that A. G. Lafley - the Jack Welch of the 21st century - has recently transformed Procter & Gamble from a $39 into a $76 billion dollar company that touches more than 3 billion people around the world. On the brink of collapse when he joined in 2000, it became a model for growth and innovation. In this inspiring and practical book Lafley explains how making innovation more than just a stand-alone activity enabled him to turn around growth, productivity and the bottom line. As this book shows, innovation can become a reliable and repeatable game-changer for any business in all areas of the organisation, from the CEO's desk to the everyday activities of each employee. By using new insights and easy-to-relate-to stories from P&G and other companies - describing, for example, the best way to brainstorm, and the "innovation portfolio" - this book is destined to become as influential as Good to Great and as Charan's own bestseller, Execution.
Bill Bradley, a New York Knick pro-basketball player in the '60s and '70s and a United States Senator from New Jersey from 1982 until 2000 (among his many other accomplishments) writes here about his love of basketball from the root on up--from a simple game in an empty court where there is nothing but you and the sound of your Converse on the shiny, wooden floor to the euphoric high that is possible and that any athlete knows when a team moves together as a cohesive whole. Bradley's writing here is wholly accessible and for those not interested in basketball, there are lessons to be gleaned here about life, teamwork and leadership. Bradley's style is simple and stays on track, creating a slim philosophical treatise that all of us can benefit from and relate to. Here is a book about life, memory, experience, and the filtering of our experience and what it means to us. An enjoyable and unforgettable read for all readers.
In real life, Lucas is small and unathletic. But as Trunkzilla in the online game Smashtown Frenzy, he's the biggest, toughest fighter on the streets. No wonder he prefers games to real life! He plans to spend all summer battling his way through the Smashtown tournament with his team, but his parents have other plans for him: volunteer work. Lucas signs up to be a Senior Sitter and gets matched with a cool old librarian named Isaac who likes cats and detective novels. Mornings with Isaac and afternoons gaming are working out great until Lucas's Smashtown success hits a speed bump and Isaac's health takes a tragic turn. Lucas saves Isaac's life but then finds himself burdened with a new sense of moral responsibility that gets him thrown off his team, banned from Smashtown, and made into a meme for internet haters. Some reward for being a hero! Lucas has one last shot to prevail, win back his friends, and show his parents how much gaming means to him.
Ever felt that the way you are living is not the life you wanted? JJ had been feeling this way his whole life. After his drunk and abusive father left him, with his mother and his big brother, he felt it was up to him to take care of his family. As JJ went through life, he encountered many situations that he did not want. But just like life, you rolled on or got rolled over. JJ chose to roll on, and as society failed him, he realized that he didnt choose the game but that the game chose him. Join JJ on his struggle through life and whats right and wrong. Follow him as he transitions from a scared little boy to a self-made man. How will it all play out? You got to read to find out.
- Author : Brandon Sweeney
- Publisher : Brandon Sweeney
- Release Date : 2014-05-06
- Genre : Biography & Autobiography
- Pages : 196
- ISBN : 9780989136754
Each year, thousands of athletes work hard to excel at their sport, while sacrificing their time in hopes of one day playing professionally. Some make it but many do not. Most often we hear the stories of athletes that have succeeded. However there are many more untold stories of great athletes who did not. Brandon Sweeney shares his story of the setbacks he had to overcome when his dream of going to the NFL was shattered by a career ending injury. It was a long process of readjustment for Brandon but he ultimately discovers his true identity, and God-given purpose. Brandon wrote this book to motivate, inspire and challenge athletes to recognize the importance of preparing for life on and off the field, but ultimately to help others discover their full potential and their God-given purpose beyond the game.
Humor, wit, and laughter surround each person. From everyday quips to the carefully contrived comedy of literature, newspapers, and television we experience humor in many forms, yet the impetus for our laughter is far from innocuous. Misfortune, stupidity, and moral or cultural defects, however faintly revealed in others and ourselves, seem to make us laugh. Although discomforting, such negative terms as superiority, aggression, hostility, ridicule, or degradation can be applied to instances of humor. According to scholars, Thomas Hobbes's "superiority theory"?that humor arises from mischances, infirmities, and indecencies, where there is no wit at all?applies to most humor. With the exception of good-natured play, Charles R. Gruner claims that humor is rarely as innocent as it first appears.Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor, he expands the scope of Hobbes's theory to include and explore the contest aspect of "good-natured" play. As such, the author believes all instances of humor can be examined as games, in terms of competition and keeping score?winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes, sexual humor, the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker, simple puns, and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be "de-humorized" by its agonistic nature.The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies, sociologists, literary critics and linguists, and psychologists concerned with the conflicts and tensions of everyday life.
Bitter sports rivalries and swoon-worthy romance intertwine, in Karole Cozzo’s classic enemies to lovers story where two former nemeses blur the lines between love and hate. Eve is used to being the odd woman out. As the only girl on her school's baseball team, she knows exactly how to put sweaty, macho baseball players in their place, and she's learned to focus on one thing and one thing only—being the best pitcher she can be. But when a freak accident forces her school to be absorbed by the neighboring town, Eve has to contend with a new group of guys who aren't used to having a woman on their team. And the new team's star pitcher, Jamie, has no interest in being ousted from his throne. He can't afford to give up his starting slot to a new pitcher—especially to a girl. As the competition between Jamie and Eve starts to heat up, so does their attraction to each other. Can they keep their heads in the game, or will they end up getting played? Chosen by readers like you for Macmillan’s young adult imprint Swoon Reads, The Game Can’t Love You Back follows Eve as she is forced to join a new baseball team and contend with the insufferable (and cute) rival pitcher. Praise for Karole Cozzo: How to Keep Rolling After a Fall: "This is how a Young Adult novel is done. ” —Teamskelley, Goodreads Reviewer How to Say I Love You Out Loud: "A budding romance with family drama and a feel-good ending.” —School Library Journal The Truth About Happily Ever After: "A great, fun read that you’ll find hard to put down." —Kourtni Reads
In September of 2003 Mark Moore, at the age of twenty-six, was forced to call the Montreal Canadiens, the team he had idolized since childhood, and inform them that he was turning down an offer to tryout for their organization. He had no choice; the doctors wouldn't clear him to play, and after battling post-concussion syndrome for nearly a year, the truth was he couldn't. As he accustomed himself to his first year without playing hockey since the age of three, he was able to observe the game from the outside - as fans and others saw it- and he quickly noticed the cracks forming in the ice. A few months later, on March 8, 2004, the ice shattered. Watching from home, Mark saw his younger brother Steve of the Colorado Avalanche attacked from behind by Vancouver’s Todd Bertuzzi, in one of the most vicious acts hockey fans had ever seen. Mark could easily have turned away from the game at that point, after all that had happened, but instead he has written a soul-searching look at the game he loves. Taking on all of hockey’s most burning issues - from the “boring” style of play in recent years, to changes in the nature of the competition, to violence and injuries, to financial troubles - Mark brings us on a deep and fascinating investigation into the “mysteries” behind them. How do we save the sport that is the spirit of a nation? Reviewing recent rule changes and initiatives, Saving the Game analyzes the significance of efforts underway to enhance the game, and proposes additional solutions to raise our game to the heights it belongs. Finally, in Saving the Game, a professional hockey player takes us inside the heart of the sport and its issues with a passion that still burns for the ice. He pursues persistent problems and unravels elusive answers in the quest to make hockey as great as it once was and can be.
On the surface of this novel, various members of a Moroccan family recount their versions of the family's experiences under the French Protectorate and since Independence. On a deeper level, the book deals with human memory and how it forms one's experience of the world. Some critics have found the Arabic original to be similar to Proust's Remembrance of Things Past.Outstanding Moroccan novelist and critic Mohamed Berrada first published Lu'bat al-Nisyan in 1987, and it has since been translated into French and Spanish. Called the first postmodern novel in Arabic, the story is written in such a captivating style that it has become a bestseller in the Arab world.Apart from its postmodern modes of narration and metafictional structure, the novel has elements of an autobiographical nature. Hadi, his mother, brother and other characters subtly portray the lives experienced by people from various classes and different backgrounds. The narrator and the narrator's narrator take these nuances and struggle with how a story, any story, should be told. Change in Moroccan culture and in the psyche of the main protagonist is painted artfully by the encircling wealth of detail.
Like the age-old feud between the Montagues and Capulets in Romeo and Juliet, the enduring rivalry between the Boston Celtics and the LA Lakers makes for great drama. Macbeth’s career began with promise but ended in ruin—not unlike Pete Rose’s. Twelfth Night’s Viola’s disguise as a boy to enter into a man’s world is echoed in Babe Didrikson Zaharias’ challenge to the pro golf patriarchy when she competed in the Los Angeles Open. Exploring parallels between Shakespeare’s plays and famous events in the world of sports, this book introduces seven of the best-known plays to the sports enthusiast and offers a fresh perspective to Shakespeare devotees.
- Author : Pennsylvania Board of Game Commissioners
- Publisher : Unknown
- Release Date : 1911
- Genre : Uncategorized
- Pages : 231
- ISBN : UIUC:30112112123770
Shortlisted for the MCC Book Shortlisted for Cricket Book of the Year Scyld Berry draws on his experiences as a cricket writer of forty years to produce new insights and unfamiliar historical angles on the game, along with moving reflections on episodes from his own life. The author covers a range of themes including cricket in different areas of the world, and abstract concepts such as language, numbers, ethics and psychology; Scyld Berry relishes the joys cricket provides and is convinced of the positive effect it can have in people's lives. Cricket: The Game of Life is an inspiring book that reminds readers why they love the game and prompts them to look at it in a new way.
From the mind of Ryukishi07, creator of classics such as Higurashi and Umineko, comes a heart-pounding, full-throttle Harem Royale! Kohinata Asunaro is your regular everyday high school student. He likes light novels, porn games, and fantasizing about the girls in his class. One day when walking home from school he inexplicably releases a demon from a sealed bottle. Her name is Zepafur, and she won't rest until her debt is repaid! "Now begins the Lovey Dovey Harem Royale!" cries the demon, weaving a most curious magic. As a result, Asunaro's regular high school life transforms into a love-comedy series of harem shenanigans, with four girls from his school all vying for his affection, wow! But... Unbeknownst to our dopey protagonist, the four girls are in the midst of a horrific survival game under threat of death and eternal torture. She who fails to capture Asunaro's heart will be confined to the depths of Hell and killed ad infinitum! Just who will survive? Who will thrive? And who will meet their demise?
- Author : Weimin Toh
- Publisher : Routledge
- Release Date : 2018-10-25
- Genre : Language Arts & Disciplines
- Pages : 252
- ISBN : 9781351184755
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
The Olympic Games have become the single greatest festival of a universal and cosmopolitan humanity. Seventeen days of sporting competition watched and followed on every continent and in every country on the planet. Simply, the greatest show on earth. Yet when the modern games were inaugurated in Athens in 1896, the founders thought them a "display of manly virtue", an athletic celebration of the kind of amateur gentleman that would rule the world. How was such a ritual invented? Why did it prosper and how has it been so utterly transformed? In The Games, David Goldblatt - winner of the 2015 William Hill Sports Book of the Year Award - takes on a breathtakingly ambitious search for the answers and brilliantly unravels the complex strands of this history. Beginning with the Olympics as a sporting side show at the great Worlds Fairs of the Belle Epoque and its transformation into a global media spectacular, care of Hollywood and the Nazi party, The Games shows how sport and the Olympics had been a battlefield during the Cold War, a defining moment for social and economic change in host cities and countries, and a theatre of resistance for women and athletes of colour once excluded from the show. Illuminated with dazzling vignettes from over a century of Olympic competition - this stunningly researched history captures the excitement of sporting brilliance and the kaleidoscopic experience of the Games. It shows us how this sporting spectacle has come to reflect the world we hope to inhabit and the one we actually live in.
This book offers a perspective into a phenomenon becoming more and more common: AAA developers ‘going indie’. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to ‘break in’, then worked for years to ‘break out’. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.