Games development and programming Books

512 products


  • Procedural Content Generation for Games

    Apress Procedural Content Generation for Games

    3 in stock

    Book SynopsisChapter 1: Overview of Procedural Content Generation Methods.- Chapter 2: Blender Python Game Weapon Generator: Part 1.- Chapter 3: Blender Python Game Weapon Generator: Part 2.- Chapter 4: Generating Materials with Geometry Nodes, Python, and Shader Nodes.- Chapter 5: Editing and Generating Meshes with Geometry Nodes.- Chapter 6: Fractal Terrain Generation.- Chapter 7: L-Systems for Plant Generation.- Chapter 8: GIS Based Generation Part 1 - Skylines from Building Footprints.- Chapter 9: GIS Based Generation Part 2 - Terrain from Digital Elevation Models (DEM).- Chapter 10: Import Generated Geometry Into Unreal.

    3 in stock

    £49.49

  • Apress Going Multiplayer

    2 in stock

    Book SynopsisChapter 1: Why is it so hard to make a multiplayer game?.- Chapter 2: How the internet works.- Chapter 3: Developing a multiplayer game.- Chapter 4: Going global.- Chapter 5: Monetization.- Chapter 6: Optimizing your multiplayer game.- Chapter 7: Common multiplayer features.- Chapter 8: User generated content.

    2 in stock

    £49.49

  • Apress GameMaker Programming Challenges

    3 in stock

    Book SynopsisChapter 1: Drawing Sprite Fonts In Different Colors.- Chapter 2: Stealth Zones.- Chapter 3: Dynamic Shadows.- Chapter 4: Proximity Mines.- Chapter 5: Sticky Projectiles.- Chapter 6: Reflecting Projectiles.- Chapter 7: Conveyor Belts.- Chapter 8: Spreading Fire.- Chapter 9: Boomerang Mechanic.- Chapter 10: Burnable Objects.- Chapter 11: Echo Location.- Chapter 12: Smooth Dash Movement.- Chapter 13: Shock Wave.- Chapter: 14 Hover Mechanic.- Chapter: 15 Jumping Pad.- Chapter: 16 Momentum Jumps.-Chapter: 17 Gravity Flips.-Chapter 18: Explosive Barrels.- Chapter 19: Explosive Barrels Chain.- Chapter 20: End-of-Level Gate.- Chapter 21: Coin Collection.- Chapter 22: One Way Blocks.- Chapter 23: Wind.- Chapter 24: Nuke.- Chapter 25: Timed Collectibles.

    3 in stock

    £49.49

  • Intro to MultiPlatform HTML5 Game Development

    O'Reilly Media Intro to MultiPlatform HTML5 Game Development

    1 in stock

    Book SynopsisFlash is one of the best platforms for developing games on. Whether you want to deploy it to web, desktop or mobile Flash offers one of the largest user bases around.

    1 in stock

    £14.39

  • Kinect Hacks

    O'Reilly Media Kinect Hacks

    1 in stock

    Book SynopsisMuch more than a game controller, Microsoft's Kinect is a bundle of high quality sensors for capturing data on depth, motion, and form. It was only a matter of time before spirited hackers got involved, and this hands-on guide - written by an editor of developkinect.com - highlights the best projects to come out of OpenKinect.

    1 in stock

    £22.39

  • Learning XNA 4.0

    O'Reilly Media Learning XNA 4.0

    2 in stock

    Book SynopsisWant to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games.

    2 in stock

    £25.59

  • Unity Networking Fundamentals

    APress Unity Networking Fundamentals

    1 in stock

    Book SynopsisLearn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture.The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network.By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games.What You Will LearnKnow the difference between TCP and UDP, and the pros and cons of these pTable of ContentsChapter 1: Networking ConceptsChapter 2: SerializationChapter 3: Restful APIsChapter 4: TCP connectionsChapter 5: Networking IssuesChapter 6: Develop Maze ShooterChapter 7: LAN NetworkingChapter 8: Servers

    1 in stock

    £46.74

  • Beginning Game Development with Godot

    APress Beginning Game Development with Godot

    15 in stock

    Book SynopsisLearn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript.Author Maithili Dhule begins by explaining some basic tools and techniques used to make games, the factors that need to be considered while choosing a game engine, and pointing out the benefits of using Godot. She then walks you through downloading the engine and guides you as you explore key features of its interface. Next, you''ll receive a concise introduction to the basics of GDScript, the main scripting language used in Godot, before moving on to essential topics such as Godot''s node-scene architecture, the interaction of various physics bodies, the creation of game scenes, and writing scripts. As the book progresses, you''ll learn how to create and animate your game character, design the game world, add enemies, and implement a coin-collection syTable of ContentsChapter 1: Introduction to Game Development Sub –Topics:• Brief history of game development• Fundamentals of making games• What is a game engine? • How do we choose a game engine?• Why choose Godot? Chapter 2: Getting Started with GodotSub – Topics:• Downloading the Godot engine• Starting a new project • Exploring the Godot interface• Icons and shortcutsChapter 3: GDScript in a NutshellSub - Topics:• Keywords, operators, and identifiers• Commenting code• Variables and data types• Functions and method calls• Example code Chapter 4: Exploring Game PhysicsSub - Topics:• Node-scene architecture• Physics bodies – what are they? • RigidBody2D • StaticBody2D• Collision shapes • Introducing gravity• Try it yourself – Your first game scene Chapter 5: Adding Game GraphicsSub - Topics: • Creating game objects • Instances of scenes• Importing game assets• Writing a game script• Adding and detecting key presses• Try it yourself – Creating your player Chapter 6: Game Animations Sub - Topics: • Giving life to the player • Player animation • Detecting the floor and ceiling • Adjusting gravity• Try it yourself – Making your player run, jump, and climbChapter 7: Building the World Sub –Topics:• Parallax background • Try it yourself – Creating a parallax background• Tilemaps, Tilesets, and the Tile Palette• Painting the game level• Implementing camera-follow• Try it yourself – Designing the game worldChapter 8: Counting Wins and Losses Sub – Topics: • Coin-collection • Deleting in-game objects • Using signals • Creating enemies• Try it yourself – Adding rewards and enemies• Game scene change• Try it yourself – Creating the game over sceneChapter 9: Game GUISub - Topics:• The title screen • Buttons• Adding music and sound effects Chapter 10: Publishing your GameSub - Topics: • Exporting the game to various platforms• Monetization • Introducing game updates• What next?

    15 in stock

    £46.74

  • APress Advanced Unity Game Development

    1 in stock

    Book SynopsisJump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.Author Victor Brusca walks you through the game''s code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you''ll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examplTable of ContentsChapter 1: Introduction and Getting StartedSub-Topics:Setting Up Your EnvironmentPlaying Hover Racers/Getting ReadyChapter ConclusionChapter 2: Game SpecificationsSub-Topics:Model: Car, Track, SensorModel: Car, Boost, Jump, Bounce ModifiersChapter ConclusionChapter 3: Base ClassSub-Topics:Class Review TemplateClass Review: BaseScriptStatic/Constants/Read-Only Class Members: BaseScriptClass Fields: BaseScriptPertinent Method Outline/Class Header: BaseScriptSupport Method Details: BaseScriptMainMethod Details: BaseScriptDemonstration: BaseScriptChapter ConclusionChapter 4: Interaction ClassesSub-Topics:Class Review: BounceScriptClass Fields: BounceScriptPertinent Method Outline/Class Headers: BounceScriptSupport Method Details: BounceScriptDemonstration: BounceScriptClass Review: Road ScriptClass Fields: RoadScriptPertinent Method Outline/Class Headers: RoadScriptSupport Method Details: RoadScriptMain Method Details: RoadScriptDemonstration: RoadScriptClass Review: WaypointCheckClass Fields: WaypointCheckPertinent Method Outline/Class Headers: WaypointCheckSupport Method Details: WaypointCheckMain Method Details: WaypointCheckDemonstration: WaypointCheckClass Review: TrackHelpScriptPertinent Method Outline/Class Headers: TrackHelpScriptSupport Method Details: TrackHelpScriptMain Method Details: TrackHelpScriptDemonstration: TrackHelpScriptChapter ConclusionChapter 5: Advanced Interaction ClassesSub-Topics:Class Review: CollideScriptStatic/Constants/Read-Only Class Members: CollideScriptClass Fields: CollideScriptPertinent Method Outline/Class Headers: CollideScriptSupport Method Details: CollideScriptMain Method Details: CollideScriptDemonstration: CollideScriptClass Review: CarSensorScriptStatic/Constants/Read-Only Class Members: CarSensorScriptClass Fields: CarSensorScriptPertinent Method Outline/Class Headers: CarSensorScriptSupport Method Details: CarSensorScriptMain Method Details: CarSensorScriptDemonstration: CarSensorScriptChapter ConclusionChapter 6: Helper ClassesSub-Topics:Class Review: DestroyScriptClass Review: WaterResetScriptPertinent Method Outline/Class Headers: WaterResetScriptSupport Method Details: WaterResetScriptMain Method Details: WaterResetScriptDemonstration: WaterResetScriptClass Review: EngineWhineScriptStatic/Constants/Read-Only Class Members: EngineWhineScriptClass Fields: EngineWhineScriptPertinent Method Outline/Class Headers: EngineWhineScriptMain Method Details: EngineWhineScriptDemonstration: EngineWhineScriptClass Review: LapTimeClass Review: LapTimeManagerStatic/Constants/Read-Only Class Members: LapTimeManagerClass Fields: LapTimeManagerPertinent Method Outline/Class Headers: LapTimeManagerSupport Method Details: LapTimeManagerMain Method Details: LapTimeManagerDemonstration: LapTimeManagerClass Review: PopupMsgTrackerDemonstration: PopupMsgTrackerClass Review: UtilitiesStatic Class Members: UtilitiesDemonstration: UtilitiesClass Review: CameraFollowXzStatic/Constants/Read-Only Class Members: CameraFollowXzClass Fields: CameraFollowXzPertinent Method Outline/Class Headers: CameraFollowXzMain Method Details: CameraFollowXzDemonstration: CameraFollowXzClass Review: WaypointCompareDemonstration: WaypointCompareChapter ConclusionChapter 7: Input ClassesSub-Topics:Class Review: CharacterMotorMovementClass Review: CharacterMotorJumpingClass Review: CharacterMotorSlidingClass Review: CharacterMotorClass Fields: CharacterMotorPertinent Method Outline/Class Headers: CharacterMotorSupport Method Details: CharacterMotorMain Method Details: CharacterMotorDemonstration: CharacterMotorClass Review: FPSInputControllerClass Fields: FPSInputControllerPertinent Method Outline/Class Headers: FPSInputControllerMain Methods Details: FPSInputControllerDemonstration: FPSInputControllerClass Review: MouseLookNewEnumerations: MouseLookNewClass Fields: MouseLookNewPertinent Method Outline/Class Headers: MouseLookNewMain Method Details: MouseLookNewDemonstration: MouseLookNewClass Review: GameState (Touch Input Snippet Only)Chapter ConclusionChapter 8: Menu System ClassesSub-Topics:Class Review: BasePromptScriptClass Fields: BasePromptScriptPertinent Method Outline/Class Headers: BasePromptScriptSupport Method Details: BasePromptScriptMain Method Details: BasePromptScriptDemonstration: BasePromptScriptClass Review: GamePauseMenuPertinent Method Outline/Class Headers: GamePauseMenuSupport Method Details: GamePauseMenuMain Method Details: GamePauseMenuDemonstration: GamePauseMenuClass Review: GameHelpMenuClass Fields: GameHelpMenuPertinent Method Outline/Class Headers: GameHelpMenuSupport Method Details: GameHelpMenuInput Handler Support Method Details: GameHelpMenuMain Method Details: GameHelpMenuDemonstration:GameHelpMenuRemaining Menu ClassesChapter ConclusionChapter 9: Player and Game State Classes Part 1Sub-Topics:Class Review: PlayerInfoClass Review: TrackScriptClass Review: PlayerStateStatic/Constants/Read-Only Class Members: PlayerStateClass Fields: PlayerStatePertinent Method Outline/Class Header: PlayerStateSupport Method Details: PlayerStateMain Method Details: PlayerStateDemonstration: PlayerStateChapter 10: Player and Game State Classes Part 2Sub-Topics:Class Review: GameStateEnumerations: GameStateStatic/Constant/Read-Only Class Members: GameStateClass Fields: GameStatePertinent Method Outline/Class Headers: GameStateSupport Method Details: GameStateMain Method Details: GameStateDemonstration: GameStateChapter ConclusionChapter 11: Making it ProfessionalSub-Topics:Build SettingsGeneric Platform SettingsPC, Mac, and Linux Desktop SettingsUniversal Windows Platform (UWP) SettingsiOS SettingsAndroid SettingsWebGL SettingsInput MappingUI / Menu SystemData PersistenceMemory ManagementSounds and MusicStatic ObjectsTags and LayersAI OpponentsCamerasProject SettingsChapter Conclusion Chapter 12: Adding a New RacetrackSub-Topics:Track Environment and Cleanup ScriptHover Racers and the GameState ObjectTrack and Waypoint ObjectsJumps, Boosts, Menu Screens, and MoreChapter ConclusionChapter 13: ConclusionSub-Topics:AccomplishmentsAcknowledgementsWhere You Go From HereSaying Goodbye

    1 in stock

    £46.74

  • GameMaker Fundamentals

    APress GameMaker Fundamentals

    1 in stock

    Book Synopsis Master the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games. Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML. What You Will Learn Review core programming features required for sound knowledge of GameMaker Master how to combine GML to orchestrate game actions<Table of ContentsChapter 1: Instance LayersSub - Topics● What are layers● Layer types● Layer orders● ProjectsChapter 2: VariablesSub –Topics● Built in variables● Drawing variables● Variable types● ProjectsChapter 3: ConditionalsSub - Topics● What are conditoinals● Examples● ProjectsChapter 4: Drawing ShapesSub - Topics: ● Drawing shapes● ProjectsChapter 5: Drawing ContinuedSub - Topics: ● Drawing variables● Using fonts● Formatting text● Drawing sprites● Formatting sprites● ProjectsChapter 6: Keyboard Input & Basic ControlsSub - Topics: ● Keyboard input● Mouse input● Moving a player instance● Projects Chapter 7: Objects & EventsSub - Topics: ● Alarm event● Create event● Draw event● Step event● Input events● Collision event● Draw GUI event● Projects Chapter 8: SpritesSub - Topics: ● Importing sprites● Strip images● Formatting sprites● ProjectsChapter 9: Health & LivesSub - Topics: ● Health● Lives● Score● Projects Chapter 10: MouseSub - Topics: ● Mouse Buttons● Interaction with mouse● ProjectsChapter 11: AlarmsSub - Topics: ● Usage● Setting alarms● Example usage● ProjectsChapter 12: CollisionsSub - Topics: ● Usage● Events● Collisions using code● Examples● ProjectsChapter 13: RoomsSub - Topics: ● Setting a background● Views● ProjectsChapter 14: BackgroundsSub - Topics: ● Moving backgrounds● ProjectsChapter 15: SoundsSub - Topics: ● Importing audio● Playing sounds● Playing music● Audio control● ProjectsChapter 16: Splash Screens & MenusSub - Topics: ● Why use a splash screen● Unlockable levels● ProjectsChapter 17: RandomizationSub - Topics: ● Using random values● Random variables examples● ProjectsChapter 18: AISub - Topics: ● Moving towards the player● Bullets● ProjectsChapter 19: INI filesSub - Topics: ● What are INI files● Writing data● Reading data● ProjectsChapter 20: EffectsSub - Topics: ● Built in effects● Effect layers● ProjectsChapter 21: LoopsSub - Topics: ● Types of loops● Effect layers● Projects● Examples● ProjectsChapter 22: ArraysSub - Topics: ● Example usage● Two dimensional arrays● Drawing array data● Using for weapon control● ProjectsChapter 23: DS ListsSub - Topics: ● Example usage● Adding data● Organizing data● ProjectsChapter 24: PathsSub - Topics: ● Creating a path● Manipulating a path● ProjectsChapter 25: FunctionsSub - Topics: ● Setting up● Examples● Projects

    1 in stock

    £42.49

  • Accelerating Unity Through Automation

    APress Accelerating Unity Through Automation

    1 in stock

    Book SynopsisBuilding games with Unity is hard enough without having to stand up and go and make a coffee each time you want to just build your project or find out days/weeks down the line that some change you made while building your dream has incurred a debt that means your project cannot be built for one of your target platforms without a lot of rework. Through automation, many of these hardships can be detected early and free up time and stress by monitoring your project as it is being created, identify risks and issues as you write the code, and free up your machine while lengthy build processes are running. The change might be hard, but once setup, it will give you peace of mind that everything you create will run, updates will be automatically managed, and your players are less likely to be drafting one-star reviews on your next publication. What You Will Learn Build the automation of your dreams to accelerate your projectGet detailed examples for generating workflows tailored to your neTable of ContentsChapter 1: What is Automation?.- Chapter 2: What is Gained Through Automation, the Highlights.- Chapter 3: Services Covered by This Title.- Chapter 4: Automation Hosting.- Chapter 5: Structure of Automation.- Chapter 6: Validation, Checking Your Code.- Chapter 7: Testing, Making Sure It Runs.- Chapter 8: Building and Publishing.- Chapter 9: Setting Up Unity Game Services Automation.- Chapter 10: Setting up Azure DevOps.- Chapter 11: Setting up GitHub Actions.- Chapter 12: Final Notes.

    1 in stock

    £42.49

  • APress Game Programming with Unity and C

    1 in stock

    Book SynopsisLearn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming.Packed with examples, this Second Edition is up-to-date with the latest Unity standards and features as of 2023, and includes manyadjustments to improve your experience. Starting with an introduction to Unity, you will learn the essentials of the engine: navigating the various windows, managing the objects that make up your game, and understanding the concepts that are fundamental to the engine. After that, you will gain a solid foundation in the concepts of object-oriented programming and the syntax of the C# language. Then the fun really begins, as you get hands-on experience building three playable example projects that drill you on the concepts you've learned until they stick.Guided at each step by author Casey Hardman, you will outline and implement bare-bones, simpTable of Contents

    1 in stock

    £46.74

  • Lean Game Development

    APress Lean Game Development

    3 in stock

    Book SynopsisMaster Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to test a game in Unity with CI.You'll see how to define a minimum viable product (MVP) for games with Lean Canvas, allowing customers to iterate over it and collect feedback for improvement at every cycle. All of these are achieved while still using standard Agile techniques. The first part of the book explains the ideation process of a game and how lean methodologies allow developers, especially small studios, to avoid scope creep. Next, it it provides guidance on creating MVPs and using player feedback to iterate and improve games. The book then discusses continual improvement (CI) methods. A crucial part of CI is generation of Lean Canvas.LeanGame Development, Second Edition Table of ContentsChapter 1: IntroductionSub –Topics• Why lean game development, not agile game development?• How do lean and agile relate to the game world?• Games and software relate much more deeply.• What kind of game is software development?• Where did it go wrong?• SummaryChapter 2: First steps with LeanSub – Topics• Seven key principles of lean• Lean inception• Lean PMO• Lean DevOps• Kanban• How can you take advantage of Scrum• Continuous integration• Going from build-measure-learn to lean game• Looking deeper at the inception• Test driven development• Lean and Games• SummaryChapter 3: An Inception in practiceSub - Topics: • How and why, we did an Inception• How was our inception?• Prioritizing ideas• Persona development• Next Steps with lean• How does the game look like from the inception perspective• SummaryChapter 4: Do we really need a MVPSub - Topics: • MVP and MVG Defined• Building Prototypes• The Product Owner role in MVP/prototype• Getting more from less• Recognizing when a game is not viable• Thinking simpler first• From MVP Canvas to Lean Game Development• MVGs and prototypes of Super Jujuba Sisters• SummaryChapter 5: Examples of MVGsSub - Topics: • Guerrilla Games: From Killzone FPS to open world Horizon Zero Dawn - Conception - Thunderjaw (core mechanic example) - Open World - Vegetation System - Proof of Concept - Pre-production - Production• Archero: Casual Games as a Great Lean Process• Dead cells: Quick feedback loop - Dead cells Core Concept - Expanding to multiplayer - Pivoting Tower Defense - MVPChapter 6: Generating HypothesisSub - Topics:• When hypothesis are not created from the InceptionChapter 7: Test Driven DeveopmentSub - Topics:• TDD defined• Tests are good, but then why there is so much poorly tested code?• Applying TDD to games• Next steps to improve TDDChapter 8: Continuous IntegrationSub - Topics:• Why continuous integration• Using continuous integration• Code versioning• Automated build• SummaryChapter 9: The world between Design and BuildSub - Topics:• A little bit about Design• A little bit about Build• Pretty Beautiful, but how is it done?• SummaryChapter 10: Test, Code, TestSub - Topics:• Testing types• Test cases• Coding game art work• Coding the game software• Test automation• SummaryChapter 11: Measuring and AnalyzingSub - Topics:• Ways of measuring• Feedback• More on feedback• Other ways of measuring• Measuring through hypothesis• Analyzing • SummaryChapter 12: Creating ideas for iteratingSub - Topics:• Action Items• The features are OK, but the game is not fun• The Game is fun but very difficult to play• Rethink the limitations on Game Development• Tying things together• SummaryChapter 13: Consolidating Knowledge before Expanding Sub - Topics• Automated testing • Agile methodologies • Art and Iteration process • Avoiding Time Waste • Continuous Delivery • SummaryChapter 14: More about games Chapter 15: Example game using Automated testing for game developmentSub - Topics• Setting up Unity for testing. • Creating testing scenes and objects • Setting up a CI for Unity • Testing Gameplay, how to test character controllers • More testing scenarios for games • How to test ECS with Bevy Engine• Summary

    3 in stock

    £42.74

  • Mobile Game Development with Unity

    O'Reilly Media Mobile Game Development with Unity

    1 in stock

    Book SynopsisDo you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.

    1 in stock

    £29.99

  • A Precarious Game

    Cornell University Press A Precarious Game

    1 in stock

    Book SynopsisA Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalitiTrade ReviewBuilding on "critical political economy, feminist theory, and autonomist Marxism" (p. 11), this book is a much-needed contribution to critical game studies by breaking the glamorous spell over the contemporary forms of immaterial and creative media labor. Theoretical discussions are clear enough to engage with and vividly illustrated in ethnographic research. The language makes the book a fluent read not only for academics but for anyone interested in current modes of capitalism and videogame production. * Critical Studies in Media Communication *Bulut transports readers inside of video game production to gain a better perspective on the gestalt of the video game industry. This book is a thought-provoking example of media ethnography and would captivate anyone interested in a critical approach to employment relations in any industry where technology and creativity intersect. * ILR Review *By providing a nuanced analysis of this creative workforce, A Precarious Game challenges us to rethink the broader implications of the precarization of the professional management class. It thus makes insightful contributions to the debates on video games, digital labor, and the future of work. * WORK AND OCCUPATIONS *Table of ContentsIntroduction: For Whom the Love Works in Video Game Production? 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie 4. The Production of Communicative Developers in the Affective Game Studio 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play 7. Production Error: Layoffs Hit the Core Creatives Conclusion: Reimagining Labor and Love in and beyond Game Production

    1 in stock

    £97.20

  • A Framework for Scientific Discovery through

    Morgan & Claypool Publishers A Framework for Scientific Discovery through

    Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.

    £42.46

  • Plunkett's Games, Apps & Social Media Industry

    Plunkett Research, Ltd Plunkett's Games, Apps & Social Media Industry

    Book SynopsisThree of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.Table of Contents How To Use This Book Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 1) Introduction to the Games, Apps and Social Media Industry 2) Overview of the Electronic Games Industry 3) Overview of the Mobile Apps Industry 4) Overview of the Social Media Industry 5) Social Media Rakes in Global Online and Mobile Ad Revenues 6) Streaming Apps Take Over TVs 7) New Video Game Console Technologies and Features Boost Sales 8) Online (Cloud Gaming) & Mobile Games Compete with Consoles 9) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow 10) The Metaverse Attracts Investment 11) Fantasy Sports Post Growth, with 60 Million Players 12) eSports: Electronic Games Become Spectator Sports 13) Virtual Worlds Provide Revenue for Games Publishers 14) Global Mobile Apps Revenues Hit $167 Billion Yearly 15) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 16) Gamification: Games Technology Boosts Education and Training 17) Sports Equipment and Social Media Converge 18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 19) The Future of Games, Apps & Social Media Chapter 2: Games, Apps & Social Media Industry Statistics Games, Apps & Social Media Industry Statistics and Market Size Overview Internet Usage Demographics, U.S.: 2021 Use of Different Online Platforms: 2022 Social Media Usage Demographics, U.S.: 2021 Home Broadband Adoption Demographics, U.S.: 2021 Smartphone Adoption Demographics, U.S.: 2021 Number of Business & Residential High Speed Internet Lines, U.S.: 2018-2023 Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2017-2022 Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022 Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021 Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022 Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017-2022 Internet Access Technologies Compared Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen Index of Companies Within Industry Groups Alphabetical Index Index of U.S. Headquarters Location by State Index of Non-U.S. Headquarters Location by Country Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities Index by Subsidiaries, Brand Names and Affiliations A Short Games, Apps & Social Media Industry Glossary

    £297.00

  • Decision-Making in Crisis Situations: Research

    ISTE Ltd and John Wiley & Sons Inc Decision-Making in Crisis Situations: Research

    Book SynopsisThis book presents concepts and methods for optimal training for decision making in crisis situations. After presenting some general concepts of decision-making during crisis situations, it presents various innovations for optimal training, such as serious games, scenario design, adapted animation of crisis exercises, observation and debriefing of exercises related to pedagogical objectives.Table of ContentsIntroduction xiSophie SAUVAGNARGUES Chapter 1. Concepts, Tools and Methods for Crisis Management Training 1Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 1.1. The crisis unit at the heart of the process 1 1.2. Training for crisis units 6 1.3. Simulation of critical situations 10 1.4. The construction of crisis simulation exercises 14 1.5. The simulation and research platform of the Institute of Risk Sciences (IMT Mines Alès) 19 1.6. Conclusion 22 1.7. References 23 Chapter 2. Towards A Serious Game Within the Frame of Major Crisis Simulations for Decision-makers: How Do We Connect the DOTs? 35Florian TENA-CHOLLET, Aurélia BONY-DANDRIEUX, and Jérôme TIXIER 2.1. Introduction 35 2.2. State of the art 38 2.2.1. Teaching strategy 38 2.2.2. Simulation strategy 39 2.2.3. Training environment 40 2.3. Methodology 41 2.3.1. Definition of “Degrees of Training” 41 2.3.2. Connecting the DOTs with a definition of the skills required 42 2.3.3. Skills activation by a crisis scenario 44 2.3.4. Scenario execution through a simulation 45 2.3.5. Simulation execution through a semi-virtual training environment (SVTE) 46 2.3.6. Towards serious gaming in a real infrastructure for crisis management training 49 2.4. Discussion 51 2.5. Conclusion 54 2.6. References 55 Chapter 3. Improving Crisis Exercises and Managers’ Skills through the Development of Scenario Design 59Philippe LIMOUSIN, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Sophie SAUVAGNARGUES 3.1. What is a pedagogical scenario for a crisis exercise? 59 3.2. Why and for whom the script is crucial? 60 3.2.1. Stakes of scriptwriting for participants 61 3.2.2. Stakes of scriptwriting for animators 61 3.2.3. Stakes of scriptwriting for observers 62 3.3. How can we improve the pedagogical scripting of crisis exercises? 62 3.4. Methodology to develop a crisis exercise scenario 64 3.4.1. Prepare the scriptwriting 65 3.4.2. Better define the objectives to achieve 65 3.4.3. Develop the crisis scene and construct the initial spatio-temporal structure of the scenario 67 3.4.4. Insert learning levers to solicit training objectives: the obstacles 68 3.4.5. Insert stimuli to not solicit unselected objectives: support stimuli 69 3.4.6. Adjust the number of stimuli to the level and objectives of the participants 70 3.4.7. Recreate a crisis universe: crisis stimuli 70 3.4.8. Verify and validate the pedagogical scriptwriting 72 3.4.9. Prepare the scenario for animators and observers 72 3.5. Conclusion 73 3.6. References 74 Chapter 4. Elaboration of Tools to Facilitate the Scenario Development of Crisis Management Training 79Noémie FRÉALLE, Florian TENA-CHOLLET and Sophie SAUVAGNARGUES 4.1. Introduction 79 4.2. State of the art 80 4.2.1. The limitations encountered 80 4.2.2. Analogy with interactive narratives 84 4.3. Method 87 4.3.1. Facilitation form 87 4.3.2. Management of facilitation data 90 4.4. Results 93 4.4.1. Facilitation form for the technical field team leader 93 4.4.2. The “lockdown” mission’s information flow diagram used in a simulation exercise at the communal level 96 4.5. Conclusion and perspectives 97 4.6. References 98 Chapter 5. How Can We Evaluate the Participants of a Crisis Management Training Exercise? 103Dimitri LAPIERRE, Florian TENA-CHOLLET, Jérôme TIXIER, Aurélia BONY-DANDRIEUX and Karine WEISS 5.1. Introduction 103 5.2. Review 105 5.3. Methodology 108 5.4. Results 116 5.5. Conclusion 120 5.6. References 121 Chapter 6. Managing the Game Within Crisis Exercises 125David GOUTX, Sophie SAUVAGNARGUES and Laurent MERMET 6.1. Introduction 125 6.1.1. The concept of Ludicity: a definition 126 6.2. Key components of Ludicity 128 6.2.1. The span of the game space 128 6.2.2. Magic circle and rabbit hole 130 6.2.3. Characters and persona 132 6.2.4. Game master 134 6.3. Manifestations of Ludicity 135 6.3.1. Engagement and pedagogy 135 6.3.2. Style of play 137 6.4. Managing Ludicity 139 6.4.1. Observing and detecting Ludicity 139 6.4.2. Using Ludicity to augment the simulation 141 6.5. Conclusions 143 6.5.1. Using Ludicity to mend the simulation 143 6.5.2. Crisis exercise or crisis simulacrum: does the exercise imitate life or does life imitate the exercise? 144 6.6. References 145 Chapter 7. Digital Training for Authorities: What is the Best Way to Communicate During a Crisis? 149Clément LAVERDET, Karine WEISS, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Serge CAPAROS 7.1. What is a good crisis communication? 150 7.2. Information dissemination 153 7.3. Behavioral communication 154 7.4. Method 155 7.5. Results 156 7.5.1. Situation report 156 7.5.2. Editorial line: normal and crisis times 157 7.5.3. Quality of communication 160 7.5.4. Defining a crisis editorial line 163 7.5.5. Behavior, dissemination orders and crisis storytelling 164 7.6. Summary 167 7.7. Limits 167 7.8. Conclusion 168 7.9. References 169 Chapter 8. Some Perspectives Moving Forward 175Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, David GOUTX, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 8.1. Introduction 175 8.2. Understanding what is played out in a crisis unit 177 8.2.1. From the observation and debriefing point of view 177 8.2.2. From the physiological and behavioral point of view 179 8.3. Developing new methods to improve learner immersion 180 8.3.1. Getting closer to reality, or modifying it 180 8.3.2. Encouraging learner engagement 181 8.3.3. Developing credible, pedagogical and interactive exercise scenarios 183 8.4. Implementing innovative complementary tools 183 8.5. Conclusion 185 8.6. References 186 List of Authors 189 Index 191

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