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Characteristics of Games

Author: George Skaff Elias
Publisher: MIT Press
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Size: 15,33 MB
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Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.


Artificial Intelligence and Games

Author: Georgios N. Yannakakis
Publisher: Springer
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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.


Games Purpose and Potential in Education

Author: Christopher Thomas Miller
Publisher: Springer Science & Business Media
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Size: 14,39 MB
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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.


Learning with Digital Games

Author: Nicola Whitton
Publisher: Routledge
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Size: 27,94 MB
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Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.


Using Games and Simulations in the Classroom

Author: Ellington, Henry (Director, Educational Development Unit, Robert Gordon University)
Publisher: Routledge
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Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.


ECGBL2009 4th European Conference on Games Based Learning

Author: Bente Meyer
Publisher: Academic Conferences Limited
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Size: 13,98 MB
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Leading Issues in Games Based Learning

Author: Thomas Connolly
Publisher: Academic Conferences Limited
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It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.


Artificial Intelligence

Author: Neeta Deshpande
Publisher: Technical Publications
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Size: 10,78 MB
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Definition, What is A.I? Foundation of A.I., History, Intelligent Agents, Agent architecture, A. I. Application (E Commerce & Medicine), A. I. Representation, Properties of internal representation, Future of A.I., Production System, Issue in design of search programsLogic ProgrammingIntroduction, Logic, Logic Programming, Forward and Backward resoning, Forward and Backward chaining rules.Heuristic Search TechniquesHeuristic search , Hill Climbing, Best first search, mean and end analysis, constraint Satisfaction, A* and AO* Algorithm.Game PlayingMinimax search procedure, Alpha-beta cutoffs, Waiting for quiescence, Secondary searcKnowledge RepresentationBasic of knowledge representation, knowledge representation paradigms, Propositional logic, Inference Rules in Propositional logic, Knowledge representation using Predicate logic : Predicate calculus, Predicate and arguments, ISA hierarchy, Frame notation, Resolution, Natural deduction.Knowledge Representation using Non Montionic LogicTMS ( Truth Maintenance System ), Statistical and probabilistic reasoning Fuzzy- Logic ,Structure knowledge representation, Semantic-net, Frames, Conceptual dependency, Script.LearningWhat is Learning? Types of Learning (Rote, Direct instruction analogy, Induction, Deduction)PlanningBlock world, Strips, Implementation using goal stack, Non linear planning with goal stacks, Hierarichial planning, least commitment strategy.Advance AI TopicsNatural Language ProcessingIntroduction, Steps in NLP, Syntactic Processing, ATN, RTN, Semantic analysis, Discourse & Pragmatic processing.PereceptionPerception , Action, Robot Architecture.Neural NetworksIntroduction to neural networks and perception-qualitative analysis, Neural net architecture and applications.Expert systemUtilization and functionality, Architecture of expert system, Knowledge representation, Two case studies on expert systems.


Man Play and Games

Author: Roger Caillois
Publisher: University of Illinois Press
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Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.


The Business and Culture of Digital Games

Author: Aphra Kerr
Publisher: SAGE
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.