399 Games Puzzles Trivia Challenges Specially Designed to Keep Your Brain Young

Author: Nancy Linde
Publisher: Workman Publishing
ISBN: 9780761168256
Release Date: 2012-09-25
Genre: Games & Activities

Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain. Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.

Encyclopedia of International Games

Author: Daniel Bell
Publisher: McFarland
ISBN: 9781476615271
Release Date: 2016-03-17
Genre: Sports & Recreation

The Olympic Games, revived in 1896, are the most well known international multisport gathering—but since 1896, hundreds of other competitions based on the Olympic Games model have been established whose histories have not been well documented. The Encyclopedia of International Games captures (in one alphabetical sequence) the histories of these games, many of them for the first time. The work includes major regional events such as the African, Asian, Arab, South Pacific, and Pan American Games; competitions such as the Indian Ocean Island Games, Arctic Winter Games, Island Games, and Games of the Small Countries of Europe; specific populations or professions such as the North American Indigenous Games, Maccabiah Games, World Military Games, World Police and Fire Games, and World Medical and Health Games; and Special Olympics, the Paralympics, games for the blind, and other regional games. Eight appendices, notes, bibliography, index.

Writing Interactive Music for Video Games

Author: Michael Sweet
Publisher: Addison-Wesley Professional
ISBN: 9780133563511
Release Date: 2014-09-19
Genre: Computers

“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

The Essential Guide to Flash Games

Author: Jeff Fulton
Publisher: Apress
ISBN: 9781430226154
Release Date: 2010-04-28
Genre: Computers

The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.

3ds Max Modeling for Games

Author: Andrew Gahan
Publisher: Taylor & Francis
ISBN: 9781136139178
Release Date: 2013-01-17
Genre: Art

With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models

Game Theory

Author: Aviad Heifetz
Publisher: Cambridge University Press
ISBN: 9780521176040
Release Date: 2012-05-31
Genre: Business & Economics

"Social interaction is essential to human life. How do people choose what to do when they encounter one another? And how do organizations, firms or countries interact? Game Theory is a modeling tool designed to represent and analyze such strategic interaction. The first part of this book is devoted to introducing the basic building blocks of game theory. The parties to the interaction are called players, the courses of actions available to them are their strategies, and the payoffs of each player from the various profiles of strategies (of all players) represent the way each player ranks the possible outcomes of the interaction from her own individual point of view"--

Level Up The Guide to Great Video Game Design

Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 9781118877197
Release Date: 2014-04-16
Genre: Computers

Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!

The Gamification of Learning and Instruction Fieldbook

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9781118677247
Release Date: 2013-10-11
Genre: Business & Economics

Following Karl Kapp's earlier book The Gamification ofLearning and Instruction,this Fieldbook provides a step-by-step approach toimplementing the concepts fromthe Gamification book with examples, tips, tricks,and worksheets to help a learning professional or faculty memberput the ideas into practice. The Online Workbook, designed largelyfor students using the original book as a textbook, includesquizzes, worksheets and fill-in-the-blank areas that will help astudent to better understand the ideas, concepts and elements ofincorporating gamification into learning.

The Game Audio Tutorial

Author: Richard Stevens
Publisher: Taylor & Francis
ISBN: 9781136127014
Release Date: 2013-05-02
Genre: Art

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)

Empathy and Violent Video Games

Author: C. Happ
Publisher: Springer
ISBN: 9781137440136
Release Date: 2014-11-21
Genre: Psychology

Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

C Game Programming For Serious Game Creation

Author: Daniel Schuller
Publisher: Cengage Learning
ISBN: 9781435456235
Release Date: 2011
Genre: C#

Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in compli

Decision and Game Theory in Management With Intuitionistic Fuzzy Sets

Author: Deng-Feng Li
Publisher: Springer
ISBN: 9783642407123
Release Date: 2013-11-12
Genre: Computers

The focus of this book is on establishing theories and methods of both decision and game analysis in management using intuitionistic fuzzy sets. It proposes a series of innovative theories, models and methods such as the representation theorem and extension principle of intuitionistic fuzzy sets, ranking methods of intuitionistic fuzzy numbers, non-linear and linear programming methods for intuitionistic fuzzy multi-attribute decision making and (interval-valued) intuitionistic fuzzy matrix games. These theories and methods form the theory system of intuitionistic fuzzy decision making and games, which is not only remarkably different from those of the traditional, Bayes and/or fuzzy decision theory but can also provide an effective and efficient tool for solving complex management problems. Since there is a certain degree of inherent hesitancy in real-life management, which cannot always be described by the traditional mathematical methods and/or fuzzy set theory, this book offers an effective approach to using the intuitionistic fuzzy set expressed with membership and non-membership functions. This book is addressed to all those involved in theoretical research and practical applications from a variety of fields/disciplines: decision science, game theory, management science, fuzzy sets, operational research, applied mathematics, systems engineering, industrial engineering, economics, etc.

Building Interactive Worlds in 3D

Author: Jean-Marc Gauthier
Publisher: Taylor & Francis
ISBN: 9781136143977
Release Date: 2013-05-02
Genre: Art

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.