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A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
How Games Get Made: The Stories of the People Who Make and Play the Games We Love is your all-in-one comprehensive deep dive into the lives of developers and online platforms that create and broadcast your favorite games. What is it like solo developing a game from scratch? Is employment stable in the industry? And just how do people end up as gaming-focused Twitch streamers or YouTubers for a living? All these questions and more are answered through interviews with the likes of David Cage of Quantic Dream, Feargus Urquhart of Obsidian Entertainment, and Sean Baptiste of Bethesda among many others! Wondering what it's like to work in a corporate setting versus an indie studio? Trying to break into the gaming industry as a content creator? Look no further! How Games Get Made not only goes in depth on the developers, but also takes a comprehensive look at how games get marketed through traditional means as well as through platforms like YouTube and Twitch!
GET PAID TO PLAY! 30 years in the making, the first book to offer everything you need to go from rags to riches in the fabulous videogame industry is here - are you ready to nail the ultimate high score? A must-have for anyone seeking a career in game art, design, audio, programming, marketing, journalism and sales! Learn how to break into the business and hit the jackpot from industry legends including Shigeru Miyamoto, Sid Meier, Trip Hawkins, Will Wright and more! Foreword by Atari founder Nolan Bushnell."Finally, a book that shows you how to make all your dreams come true - and make serious money doing it!" -Brian Fargo, Founder, Interplay/InXile Ent."Reveals the secrets of playing to win... and how to do it making great games!" -"Wild Bill" Stealey, Founder, MicroProse/Int. Magic"A must-read... The first book on the videogame business that's both insightful and entertaining." -Ed Zobrist, President, Sierra Online
Ready to learn how to code a game? Get an introduction to programming with this fun and accessible guide. Learn HTML and JavaScript. Design and build five interactive computer games. Create cool graphics. Code simple artificial intelligence. This appealing guide, covering essential coding concepts, offers an ideal introduction to all these activities and more. By following simple step-by-step instructions and completing five exciting missions, aspiring programmers are invited to code well-known games such as tic-tac-toe and table tennis, then customize their projects to test their skills.
These 10 short, easy-to-prepare activities are sure to strengthen communication skills while building respect, tolerance, and understanding. They are great for back to school or for helping students learn to work together. They will have your students up and moving around or having fun at their desks. Some of the icebreakers include extension activities to further incorporate them into daily lessons.
Like the first set of Games to Get them Going, these short, easy-to-prepare activities are sure to strengthen communication skills while building respect, tolerance, and understanding. They are great for back to school or for helping students learn to work together. They will have your students up and moving around or having fun at their desks. Some of the icebreakers include extension activities to further incorporate them into daily lessons.
Dr. Brenda J. G. Scruggs is a retired educator of 36 years. She has worked as a teacher, lead teacher, assistant principal, elementary coordinator, program director, elementary principal, and educational consultant. She received her Master's Degree from the University of South Carolina in Columbia, SC, and her Ed. D. in Educational Leadership from Nova Southeastern University in Fort Lauderdale, FL. "This book started as a Recess Activity Manual that was written as part of a project for one of my classes during the time I was in school. Having worked with children, I know all too well that if children don't have something to do, they will come up with something to do, and sometimes the things they do can lead to trouble. As an elementary school principal, I witnessed many recess or free play periods that ended up in children fighting or getting hurt in some way. It is my hope that this book will do two things for children: (1) get them moving, and (2) keep them out of trouble. "I wholeheartedly agree with our First Lady Michelle Obama on the matter of children getting active. They need to get up and move, exercise, and eat right. Something as simple as walking around the school is good exercise, not only for the children but for the teachers too. "As I wrote in the introduction, we all want our schools to promote the physical, intellectual, personal, and social well being of every child, and in promoting the physical this book will Redo Recess....and provide Great Games To Get Kids Moving, as well as help children to know what to do with themselves when they have recess or free play. Let's get kids moving."