In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask". By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
Multimedia networking applications and, in particular, the transport of c- pressed video are expected to contribute signi?cantly to the tra?c in the future Internet and wireless networks. For transport over networks, video is typically encoded (i. e., compressed) to reduce the bandwidth requirements. Even compressed video, however, requires large bandwidths of the order of hundred kbps or Mbps. In addition, compressed video streams typically - hibit highly variable bit rates (VBR) as well as long range dependence (LRD) properties. This, in conjunction with the stringent Quality of Service (QoS) requirements (loss and delay) of video tra?c, makes the transport of video tra?covercommunicationnetworksachallengingproblem. Asaconsequence, in the last decade the networking research community has witnessed an - plosion in research on all aspects of video transport. The characteristics of video tra?c, video tra?c modeling, as well as protocols and mechanisms for the e?cient transport of video streams, have received a great deal of interest among networking researchers and network operators and a plethora of video transport schemes have been developed. For developing and evaluating video transport mechanisms and for - search on video networking in general, it is necessary to have available some characterizationofthevideo. Generally, therearethreedi?erentwaystoch- acterize encoded video for the purpose of networking research: (i)video tra?c model, (ii) video bit stream, and (iii) video tra?c trace
101 brain teasers challenge kids to think and learn. Ages 6-9, 101 slips, 3" recyclable plastic screwtop jar.
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