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1000 tulosta hakusanalla David Gates

Fun, Taste, & Games

Fun, Taste, & Games

John Sharp; David Thomas

MIT Press
2019
sidottu
Reclaiming fun as a meaningful concept for understanding games and play."Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage-it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games-the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues-from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.
Time Traveler's Codex

Time Traveler's Codex

John Compton; Clio Davis; Jennifer R Dworschack-Kinter; Crystal Fraiser; Jaym Gates; Steve Kenson; John Polojac; Chris Pramas; Fred Wan; Jordan Wyn

Green Ronin Publishing
2020
sidottu
Vikings plunder jewelry stores along the waterfront! Killer robots from the future hunt Abraham Lincoln! And the heroes are on trial for crimes they haven’t committed... yet! Time is a toybox for superheroes and villains, filled with colorful characters and convoluted plotlines. Time travel opens up new potential just as much as blasting off into space, with the convenience of all the major players and events already being written for you! With time as a canvas, you can pump up the grim or gonzo in your adventures, or build a whole campaign around protecting not just the world, but everything that has happened or ever will happen! The Time Traveler’s Codex is a supplement for Mutants & Masterminds, Third Edition that launches heroes into the fourth dimension. The Time Traveler’s Codex includes: A brief history of time travel, and an overview on the structure of time and how it functions in the Earth-Prime setting. Tips for deciding how time travel works in your campaign, complete with the consequences and hazards of meddling. Advice on creating your own time-hopping series, including optional rules, suggested power levels, and temporal dangers that lie along the way. Six causality-shaking villain archetypes who can harry heroes across the centuries, like the Immortal Conqueror and the Future Perfectionist, backed up by dozens of minions from across time and beyond! Guidance for players building time traveling heroes, complete with new advantages, powers, and equipment as well as a half-dozen time-sliding hero archetypes, like the Quantum Alien and the Temporal Tourist! Over a dozen different historical eras detailed, with rules guidance and statblocks for each, as well as adventure ideas and guidance for setting individual adventures in that time period, or an entire campaign! Catapult your adventures out of the city streets and into medieval French castles, Aztec battlefronts, and the imperial Ming court with the Time Traveler’s Codex!
America's Opioid Ecosystem

America's Opioid Ecosystem

Bradley D Stein; Beau Kilmer; Jirka Taylor; Mary E Vaiana; Dionne Barnes-Proby; Jonathan P Caulkins; Lois M Davis; Michael Dworsky; Susan M Gates; Martin Y Iguchi; Karen Chan Osilla; Rosalie Liccardo Pacula; Bryce Pardo; Tisamarie B Sherry; Sierra Smucker

RAND Corporation
2023
pokkari
Board Games to Create and Play

Board Games to Create and Play

Kevan Davis; Viviane Schwarz

Pavilion Books
2019
sidottu
Create the next Snakes and Ladders, Monopoly, Ticket to Ride or Settlers of Catan with this creative board game book! With over 55 boards to customize, Board Games to Create and Play is a doodle book where every page is an unfinished tabletop game. Just learn the basic concepts, colour and play! Board games are back in vogue – with board games cafés popping up all across the UK, they’re no longer something to play on a rainy day, but a fun and social activity for every day of the year! In this interactive gaming book, Board Games to Create and Play teaches you how, in just half an hour, you and your friends can come up with a new game and start playing immediately. Just decide on a theme for the game, pick a rule set from the book, agree on some variations, doodle onto one of many board game designs and gather your die and counters! Completely dippable and possible to play in any order, this book is packed with tips, tricks and mechanics on how to design the perfect game. At the front of the book, there is an introduction to how everything works and what you’ll need to play the games. What follows next in a beautiful package of 20 board game designs, each repeated three times for replayability. There are then three tutorials and a cheat sheet to get players started, a cornucopia of suggested games to push you in the right direction, and then 25 different rule sets, each introducing a new concept, to encourage players to think outside the box. Whatever the experience level of players, the game that you create from this book will always be playable, entertaining and surprising. Each board you create is easy to pull out and can be played again and again. So whether you play video games, mobile games or want to have a go at designing the next classic tabletop, this book is perfect anyone who wants to flex their creative muscles!
Games We Play

Games We Play

Sue Davis; Jeni Wilson

Cengage Learning Australia
2000
nidottu
PM is a firm favourite amongst Primary Schools due to its reputation for reading success. Offering over 800 carefully levelled fiction and non-fiction books, PM builds confidence through gradual progression and step-by-step support.
Location-Based Mobile Games

Location-Based Mobile Games

Davide Spallazzo; Ilaria Mariani

Springer International Publishing AG
2018
nidottu
This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.