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Maker Projects For Kids Who Love Games

RRP $17.95

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Game design requires many skills including imagination, problem solving, communication, and teamwork. These characteristics make it a natural fit for the Maker movement. From board games to video games, this exciting title introduces readers to the essential basics of game design including game components and systems, prototype design, play testing, and the steps in the iterative design process. Makers and Shakers sidebars introduce readers to some of the worlds greatest game designers and innovators. The title also includes engaging, step-by-step Maker projects to put their game design skills to work.


A Guide To Designing Curricular Games

RRP $326.99

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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.


Playback - A Genealogy Of 1980s British Videogames

RRP $29.99

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Videogames are the pre-eminent commercial entertainment product of the 21st century, with sales eclipsing film and music revenue. With cross-over into artistic, educational and political spheres assured with their move from desktops and consoles to mobile devices and social media, research into videogames has never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions including: What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? How important were the 'format wars' of the 80s to the internationally pitched console wars of the 90s, 2000s and beyond? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape?. .With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time. He also uses the US and European markets as a continuing point of comparison. Through interviews with developers, gamers and journalists examining the phenomena of bedroom coding, arcade gaming and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media/games studies and will be of interest to employees of the videogames and media industries.


How To Build A Videographers Business (special Edition)

RRP $18.99

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In clear, easy-to-grasp language, the author covers many of the topics that you will need to know in order to launch and run a successful business venture.


The Olympic Games

RRP $257.99

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This 2nd edition of a highly successful book (published in 2000) provides a comprehensive, critical analysis of the Olympic Games using a multi-disciplinary social science approach. This revised edition contains much new data relating to the Sydney 2000 Games and their aftermath; and preparations for Athens 2004 and Beijing 2008 Games. The book is broad-ranging and independent in its coverage, and includes the use of drugs, sex testing, accusations of power abuse among members of the IOC, the Games as a stage for political protest, media-related controversies, economic costs and benefits of the Games and historical conflicts between organizers and host communities.



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Micro Forte Books

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

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