Download The Gamer's Brain PDF

The Gamer's Brain

Author: Celia Hodent
Publsiher: CRC Press
Total Pages: 387
Release: 2017-08-10
Genre: Computers
ISBN: 1351650769
Rating: 4.0/5 (69 downloads)

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Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Download The Gamers' Survival Guide PDF

The Gamers' Survival Guide

Author: Matt Martin
Publsiher: Dorling Kindersley Ltd
Total Pages: 64
Release: 2017-10-05
Genre: Games & Activities
ISBN: 0241328101
Rating: 4.8/5 (1 downloads)

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Always wondered about the best exercises to improve hand-eye co-ordination? Struggling to find a one-handed gaming snack that won't get your console greasy? Then look no further than The Gamers' Survival Guide, full of funny fitness and lifestyle tips as well as genuine advice to improve your gaming experience. Start by taking a quiz to work out what kind of gamer you are - a sharpshooter, role-player or adventure addict? Then find advice on how to engage maximum comfort levels for a perfect day of gaming and the ideal yoga poses for achieving zen whilst in the gaming zone. Read about the top 10 games to play before you die and discover more about Cosplay and consoles to esports and gaming communities. The Gamers' Survival Guide tells you everything you need to know to gamify your life!

Download Transforming Gaming and Computer Simulation Technologies across Industries PDF

Transforming Gaming and Computer Simulation Technologies across Industries

Author: Dubbels, Brock
Publsiher: IGI Global
Total Pages: 297
Release: 2016-11-23
Genre: Computers
ISBN: 1522518185
Rating: 4.8/5 (85 downloads)

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In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

Download We the Gamers PDF

We the Gamers

Author: Karen Schrier
Publsiher: Oxford University Press
Total Pages: 224
Release: 2021-04-30
Genre: Games & Activities
ISBN: 0190926139
Rating: 4.6/5 (39 downloads)

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Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Download Power To The Gamers - Create Your Own Reality PDF

Power To The Gamers - Create Your Own Reality

Author: Lotte Fosvang
Publsiher: Booktango
Total Pages:
Release: 2015-10-16
Genre: Fiction
ISBN: 1468965786
Rating: 4.5/5 (86 downloads)

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The book is fantasy mixed with experiences from my own life. It is about feeling like a misfit in this world. Some words in this book may offend some peple.

Download Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society PDF

Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society

Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 1985
Release: 2021-08-27
Genre: Social Science
ISBN: 1668435438
Rating: 4.5/5 (38 downloads)

Download Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society Book in PDF, Epub and Kindle

Discussions surrounding inclusivity have grown exponentially in recent years. In today’s world where diversity, equity, and inclusion are the hot topics in all aspects of society, it is more important than ever to define what it means to be an inclusive society, as well as challenges and potential growth. Those with physical and intellectual disabilities, including vision and hearing impairment, Down syndrome, locomotor disability, and more continue to face challenges of accessibility in their daily lives, especially when facing an increasingly digitalized society. It is crucial that research is brought up to date on the latest assistive technologies, educational practices, work assistance, and online support that can be provided to those classified with a disability. The Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society provides a comprehensive guide of a range of topics relating to myriad aspects, difficulties, and opportunities of becoming a more inclusive society toward those with physical or intellectual disabilities. Covering everything from disabilities in education, sports, marriages, and more, it is essential for psychologists, psychiatrists, pediatricians, psychiatric nurses, clinicians, special education teachers, social workers, hospital administrators, mental health specialists, managers, academicians, rehabilitation centers, researchers, and students who wish to learn more about what it means to be an inclusive society and best practices in order to get there.

Download Brain-Computer Interfaces PDF

Brain-Computer Interfaces

Author: Aboul Ella Hassanien
Publsiher: Springer
Total Pages: 416
Release: 2014-11-01
Genre: Technology & Engineering
ISBN: 3319109782
Rating: 4.9/5 (82 downloads)

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The success of a BCI system depends as much on the system itself as on the user’s ability to produce distinctive EEG activity. BCI systems can be divided into two groups according to the placement of the electrodes used to detect and measure neurons firing in the brain. These groups are: invasive systems, electrodes are inserted directly into the cortex are used for single cell or multi unit recording, and electrocorticography (EcoG), electrodes are placed on the surface of the cortex (or dura); noninvasive systems, they are placed on the scalp and use electroencephalography (EEG) or magnetoencephalography (MEG) to detect neuron activity. The book is basically divided into three parts. The first part of the book covers the basic concepts and overviews of Brain Computer Interface. The second part describes new theoretical developments of BCI systems. The third part covers views on real applications of BCI systems.

Download Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming? PDF

Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?

Author: Marvin Brucker
Publsiher: GRIN Verlag
Total Pages: 14
Release: 2019-05-02
Genre: Computers
ISBN: 3668931127
Rating: 4.1/5 (27 downloads)

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Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi’an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn’t completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups. Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are. The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment’s methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research.

Download The Killing Game PDF

The Killing Game

Author: Gary Webb
Publsiher: Seven Stories Press
Total Pages: 384
Release: 2011-01-04
Genre: Language Arts & Disciplines
ISBN: 1609801431
Rating: 4.1/5 (31 downloads)

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Gary Webb had an inborn journalistic tendency to track down corruption and expose it. For over thirty-four years, he wrote stories about corruption from county, state, and federal levels. He had an almost magnetic effect to these kinds of stories, and it was almost as if the stories found him. It was his gift, and, ultimately, it was his downfall. He was best known for his story Dark Alliance, written for the San Jose Mercury News in 1996. In it Webb linked the CIA to the crack-cocaine epidemic in Los Angeles during the Iran Contra scandal. His only published book, Dark Alliance is still a classic of contemporary journalism. But his life consisted of much more than this one story, and The Killing Game is a collection of his best investigative stories from his beginning at the Kentucky Post to his end at the Sacramento News & Review. It includes Webb's series at the Kentucky Post on organized crime in the coal industry, at the Cleveland Plain Dealer on Ohio State’s negligent medical board, and on the US military’s funding of first-person shooter video games. The Killing Game is a dedication to his life’s work outside of Dark Alliance, and it’s an exhibition of investigative journalism in its truest form.

Download The Gaming Table PDF

The Gaming Table

Author: Andrew Steinmetz
Publsiher:
Total Pages: 456
Release: 1870
Genre: Gambling
ISBN:
Rating: 4./5 ( downloads)

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Download Extra Lives PDF

Extra Lives

Author: Tom Bissell
Publsiher: Vintage
Total Pages: 208
Release: 2010-06-08
Genre: Social Science
ISBN: 0307379280
Rating: 4.9/5 (8 downloads)

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Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Download Internet and Smartphone Use-Related Addiction Health Problems PDF

Internet and Smartphone Use-Related Addiction Health Problems

Author: Olatz Lopez-Fernandez
Publsiher: MDPI
Total Pages: 614
Release: 2021-08-31
Genre: Medical
ISBN: 3036512748
Rating: 4.2/5 (48 downloads)

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This Special Issue presents some of the main emerging research on technological topics of health and education approaches to Internet use-related problems, before and during the beginning of coronavirus disease 2019 (COVID-19). The objective is to provide an overview to facilitate a comprehensive and practical approach to these new trends to promote research, interventions, education, and prevention. It contains 40 papers, four reviews and thirty-five empirical papers and an editorial introducing everything in a rapid review format. Overall, the empirical ones are of a relational type, associating specific behavioral addictive problems with individual factors, and a few with contextual factors, generally in adult populations. Many have adapted scales to measure these problems, and a few cover experiments and mixed methods studies. The reviews tend to be about the concepts and measures of these problems, intervention options, and prevention. In summary, it seems that these are a global culture trend impacting health and educational domains. Internet use-related addiction problems have emerged in almost all societies, and strategies to cope with them are under development to offer solutions to these contemporary challenges, especially during the pandemic situation that has highlighted the global health problems that we have, and how to holistically tackle them.

Download Godlike Gaming PDF

Godlike Gaming

Author:
Publsiher: LexInnova Technologies, LLC
Total Pages: 26
Release: 2014-07-01
Genre:
ISBN:
Rating: 4./5 ( downloads)

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The video gaming industry is the fastest growing segment in the entertainment industry. Worth US$71 billion, it has already surpassed the music industry and is fast catching up with the US$87 billion film industry. This report provides a thorough patent trend analysis of five technologies that would set the course of the future of gaming.

Download From Smartphones to Social Media: How Technology Affects Our Brains and Behavior PDF

From Smartphones to Social Media: How Technology Affects Our Brains and Behavior

Author: Mark Carrier
Publsiher: ABC-CLIO
Total Pages: 278
Release: 2018-10-18
Genre: Psychology
ISBN: 1440851794
Rating: 4.1/5 (94 downloads)

Download From Smartphones to Social Media: How Technology Affects Our Brains and Behavior Book in PDF, Epub and Kindle

This book examines how today's technology, as it includes smartphones, computers, and the internet, shapes our physical health, cognitive and psychological development, and interactions with one another and the world around us. • Addresses a topic of interest and of increasing concern for researchers, parents, and educators • Examines both the positive and negative effects of technology across many aspects of physical, psychological, and social health • Provides real-world examples through case studies to illustrate key concepts discussed in the book • Offers additional information through interviews with experts in an accessible Q&A format

Download Camila the Gaming Star PDF

Camila the Gaming Star

Author: Alicia Salazar
Publsiher: Capstone
Total Pages: 33
Release: 2022
Genre: Juvenile Fiction
ISBN: 1666391409
Rating: 4.1/5 (9 downloads)

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Download Social-Emotional Learning and the Brain PDF

Social-Emotional Learning and the Brain

Author: Marilee Sprenger
Publsiher: ASCD
Total Pages: 234
Release: 2020-09-22
Genre: Education
ISBN: 1416629513
Rating: 4.9/5 (13 downloads)

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Today's teachers face a daunting challenge: how to ensure a positive school experience for their students, many of whom carry the burden of adverse childhood experiences, such as abuse, poverty, divorce, abandonment, and numerous other serious social issues. Spurred by her personal experience and extensive exploration of brain-based learning, author Marilee Sprenger explains how brain science—what we know about how the brain works—can be applied to social-emotional learning. Specifically, she addresses how to - Build strong, caring relationships with students to give them a sense of belonging. - Teach and model empathy, so students feel understood and can better understand others. - Awaken students' self-awareness, including the ability to name their own emotions, have accurate self-perceptions, and display self-confidence and self-efficacy. - Help students manage their behavior through impulse control, stress management, and other positive skills. - Improve students' social awareness and interaction with others. - Teach students how to handle relationships, including with people whose backgrounds differ from their own. - Guide students in making responsible decisions. Offering clear, easy-to-understand explanations of brain activity and dozens of specific strategies for all grade levels, Social-Emotional Learning and the Brain is an essential guide to creating supportive classroom environments and improving outcomes for all our students.

Download Digital Entertainment as Next Evolution in Service Sector PDF

Digital Entertainment as Next Evolution in Service Sector

Author: Subhankar Das
Publsiher: Springer Nature
Total Pages: 213
Release: 2023-02-20
Genre: Business & Economics
ISBN: 9811981213
Rating: 4.1/5 (13 downloads)

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The book showcases research on digital entertainment solutions in different sectors. In recent years, digital media have evolved to include bandwidth-rich, smart, and connected platforms accessed via computers, tablets, smart phones, social media, and video game consoles. The high connectivity and vast processing capacity of these platforms have allowed for platform-agnostic, streaming, always-on, entertainment-on-demand consumption of digital content in a way distinct from traditional models of entertainment consumption. Moving beyond the unilateral delivery of content, with fixed positions of the entertainers and the entertained, digital entertainment is now dynamically generated by users and providers, blurring the boundary between producers and consumers of entertainment. With the increasing accessibility of multimodal media that surround audiences with sensory-rich information, digital entertainment is becoming more immersive.