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Exploring the science in George R. R. Martin's fantastical world, from the physics of an ice wall to the genetics of the Targaryens and Lannisters. Game of Thrones is a fantasy that features a lot of made-up science—fabricated climatology (when is winter coming?), astronomy, metallurgy, chemistry, and biology. Most fans of George R. R. Martin's fantastical world accept it all as part of the magic. A trained scientist, watching the fake science in Game of Thrones, might think, “But how would it work?” In Fire, Ice, and Physics, Rebecca Thompson turns a scientist's eye on Game of Thrones, exploring, among other things, the science of an ice wall, the genetics of the Targaryen and Lannister families, and the biology of beheading. Thompson, a PhD in physics and an enthusiastic Game of Thrones fan, uses the fantasy science of the show as a gateway to some interesting real science, introducing GOT fandom to a new dimension of appreciation. Thompson starts at the beginning, with winter, explaining seasons and the very elliptical orbit of the Earth that might cause winter to come (or not come). She tells us that ice can behave like ketchup, compares regular steel to Valyrian steel, explains that dragons are “bats, but with fire,” and considers Targaryen inbreeding. Finally she offers scientific explanations of the various types of fatal justice meted out, including beheading, hanging, poisoning (reporting that the effects of “the Strangler,” administered to Joffrey at the Purple Wedding, resemble the effects of strychnine), skull crushing, and burning at the stake. Even the most faithful Game of Thrones fans will learn new and interesting things about the show from Thompson's entertaining and engaging account. Fire, Ice, and Physics is an essential companion for all future bingeing.
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
In this inspiring book of personal insight and sound advice, veteran scientist Carl J. Sindermann gives an insider's look at the competitive world of science and reveals the best strategies for attaining prominence and success. Taking apart the many different roles scientists must play during their careers, Sindermann compares common mistakes scientists make with what the best strategists do-whether they are publishing papers, presenting data, chairing meetings, or coping with government or academic bureaucracy. In the end, he maintains, well-honed interpersonal skills, a savvy eye on one's competitors, and excellent science are the keys to a satisfying and successful career.
The Craft and Science of Game Design: A Video Game Designer’s Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry. It covers the psychology and biology of why people play games and goes in depth on the techniques and tricks professional game designers use to be successful in game development. If you are looking to make a career in video games, or are already in the industry, the insights and hard-earned lessons contained in this book are sure to be useful at all levels of the profession. Originally from Canada, Phil O’Connor has been making video games all over the world since 1997. Phil has worked at some of the industry’s largest studios on some of the biggest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, Phil has shared in this book some of the less-known details of being a game designer in today’s video game industry, along with a breakdown of some of the skills to help professional designers shine.
A myth-busting, jaw-dropping, fun-filled tour through the science of your favorite fantastical world. Award-winning comedian and popular-science writer Helen Keen uncovers the astounding science behind the mystical, blood-soaked world of Game of Thrones, answering questions like: Is it possible to crush a person's head with your bare hands? What really happens when royal families interbreed? Does Cersei have Borderline Personality Disorder? What curious medical disorder does Hodor suffer from? And more. Join Keen as she investigates wildfire, ice walls, face transplants, and every wild feature of Westeros and beyond, revealing a magical world that may be closer to our own than we think. The Science of Game of Thrones is the ultimate guide to the epic series as well as the perfect gift for science-lovers and fans. So pour yourself a bowl of brown, climb on your beast of burden, and prepare yourself to see the Seven Kingdoms as you have never seen them before.
Praised by Entertainment Weekly as “the man who put the fizz into physics,” Dr. Len Fisher turns his attention to the science of cooperation in his lively and thought-provoking book. Fisher shows how the modern science of game theory has helped biologists to understand the evolution of cooperation in nature, and investigates how we might apply those lessons to our own society. In a series of experiments that take him from the polite confines of an English dinner party to crowded supermarkets, congested Indian roads, and the wilds of outback Australia, not to mention baseball strategies and the intricacies of quantum mechanics, Fisher sheds light on the problem of global cooperation. The outcomes are sometimes hilarious, sometimes alarming, but always revealing. A witty romp through a serious science, Rock, Paper, Scissors will both teach and delight anyone interested in what it what it takes to get people to work together.
Using game theory and examples of actual games people play, Nobel laureate Manfred Eigen and Ruthild Winkler show how the elements of chance and rules underlie all that happens in the universe, from genetic behavior through economic growth to the composition of music. To illustrate their argument, the authors turn to classic games--backgammon, bridge, and chess--and relate them to physical, biological, and social applications of probability theory and number theory. Further, they have invented, and present here, more than a dozen playable games derived from scientific models for equilibrium, selection, growth, and even the composition of RNA.
Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.