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This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch. The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net. This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.
As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient into focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior.
Gamification and Industry 4.0 are two concepts that each in their own right have sparked attention. Gamification as a way to use game elements in non-game activities, and Industry 4.0 as a way to describe how the interconnected digital transformation of operational technologies are changing manufacturing in the 21st Century. Gamification now offers an opportunity to enhance the productivity of manufacturing and improve quality of work life in the process. Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place. What the industry requires are deeper kinds of gamification, comprehending the knowledge of industrial production, computer applications, game design, learning, and motivational psychology. In order to achieve this, this book offers interdisciplinary expertise from such fields as psychology, management, software engineering, information science, game studies, and industrial production and innovation. The concept of Industry 4.0 and different types of gamifications are discussed in relation to motivation and learning. The book also examines cybersecurity of gamified systems and the potential risks any changes made to digital devices and industrial control systems may cause. This unique book will be of value to researchers, academics and upper-level students across various fields, but in particular, management and organization studies, production and manufacturing as well as technology and innovation management.
Beginner's Guide to ZBrush is an essential resource for newcomers to this powerful software, packed with detailed instructions and tutorials.
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.
In a panoramic study that draws on diverse sources, Jerry Jacobs and Kathleen Gerson explain why and how time pressures have emerged and what we can do to alleviate them. In contrast to the conventional wisdom that all Americans are overworked, they show that time itself has become a form of social inequality that is dividing Americans in new ways--between the overworked and the underemployed, women and men, parents and non-parents. They piece together a compelling story of the increasing mismatch between our economic system and the needs of American families, sorting out important trends such as the rise of demanding jobs and the emergence of new pressures on dual earner families and single parents. Comparing American workers with their European peers, Jacobs and Gerson also find that policies that are simultaneously family-friendly and gender equitable are not fully realized in any of the countries they examine. As a consequence, they argue that the United States needs to forge a new set of solutions that offer American workers new ways to integrate work and family life. Table of Contents: Acknowledgments Introduction Part I: Trends in Work, Family, and Leisure Time 1. Overworked Americans or the Growth of Leisure? 2. Working Time from the Perspective of Families Part II: Integrating Work and Family Life 3. Do Americans Feel Overworked? 4. How Work Spills Over into Life 5. The Structure and Culture of Work Part III: Work, Family, and Social Policy 6. American Workers in Cross-National Perspective with Janet C. Gornick 7. Bridging the Time Divide 8. Where Do We Go from Here? Appendix: Supplementary Tables Notes References Index Jacobs and Gerson present the most fine-grained analysis yet offered of working time and its impacts on families. They successfully combine sophisticated analyses of quantitative data with breakthroughs in the conceptualization of work time. Their focus on household work time and their incorporation of subjective aspects of work-family conflict are welcome additions to the study of work time. As a result of their nuanced treatment, they avoid making simplistic generalizations that have marked many previous treatments of this topic. --Rosalind Chait Barnett, Brandeis University, and co-author of Same Difference: How Myths About Gender Differences Are Hurting Our Relationships, Our Children, and Our Jobs This is an outstanding book. It offers powerful arguments in the debates over work-family conflict going on in academia and society. The data the authors bring to bear on the subject offer new insights that support their analysis and policy recommendations. Scholars of the workplace and of contemporary American society as well as public policy advocates must read this book! --Cynthia Fuchs Epstein, City University of New York, and co-author of The Part-time Paradox: Time Norms, Professional Life, Family and Gender The Time Divide makes a substantial contribution to the work-family literature and will be cited often by those with an interest in women's employment, children's well-being, family functioning, and work in America. Its appeal will be broad and capture the attention of policy makers along with academics in a number of disciplines including sociology, family studies, and public policy. The book is engagingly written and the logic of the analysis is sound. --Suzanne Bianchi, University of Maryland, and co-author of Continuity and Change in the American Family The main thesis is original and important: that Americans are not, in general, overworked; rather, they can be divided into both the overworked and the underworked. The former are usually found in the upper half of the occupational distribution, the latter in the lower half. The overworked wish they could work less, and the underworked wish they could work more. Overall, The Time Divide significantly advances our understanding of just where the time divide lies. And that's an important contribution. --Andrew J. Cherlin, Johns Hopkins University, and author of Public and Private Families
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
This book is the first full-length monograph to focus on Punchdrunk, the internationally-renowned theatre company known for its pioneering approach to immersive theatre. With its promises of empowerment, freedom and experiential joy, immersive theatre continues to gain popularity - this study brings necessary critical analysis to this rapidly developing field. What exactly do we mean by audience “immersion”? How might immersion in a Punchdrunk production be described, theorised, situated or politicised? What is valued in immersive experience - and are these values explicit or implied? Immersive Theatre and Audience Experience draws on rehearsals, performances and archival access to Punchdrunk, providing new critical perspectives from cognitive studies, philosophical aesthetics, narrative theory and computer games. Its discussion of immersion is structured around three themes: interactivity and game; story and narrative; environment and space. Providing a rigorous theoretical toolkit to think further about the form’s capabilities, and offering a unique set of approaches, this book will be of significance to scholars, students, artists and spectators.