The Psychology of Video Games and Their Impact on the People who Play Them
Author: Jamie Madigan
Publisher: Rowman & Littlefield
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.
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
This book is about bettering your odds on playing High Limit Slot Machines. There is a myth that you can't make money on slot machines. However, over the years through trial and error, I have discovered a system that has been working for me over several years that has helped me produce almost a million dollars in hand pay jackpots. A system that I have expressively shared in this informational guide. All this information is based on my own personal gambling experiences in various casinos' around the USA. My branded phrase is "flippin your money and dippin into theirs, never using your hard-earned money again!" -hence the meaning behind the phrase "flippin n dippin".
iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You’ve probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling second edition of Apress’s highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style. While games are all about fun, at the same time, they’re serious business. With this Beginning iPhone Games Development book, you’re going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics: Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession Game networking with GameKit, Bonjour, and Internet sharing For those looking for iPad game development coverage and/or iOS 5 SDK specific game coverage, check out the published Beginning iOS 5 Games Development by Lucas Jordan from Apress. What you’ll learn Efficient methods for drawing in 2D and 3D to the iPhone screen Game-specific animation techniques with Core Animation To use OpenGL ES for more complex and realistic gaming backgrounds and action Numerous ways to add music to enhance the gaming experience How to give your users access to their iPhone libraries from within games The tools and techniques of 3D audio for creating even more realistic gaming experiences How to do networking right, including two-player games over Bluetooth and multiplayer games over Wi-Fi Who this book is for All game developers who desire to create iPhone and/or iPod touch games. Table of Contents A Revolutionary Gaming Platform Games for Everyone, Anytime, Anywhere Developing iPhone Games Peeking Inside the iPhone Toolbox Moving Images on a Small Screen—UIKit Controls She Shoots, She Hits, She Scores! Flipping Out and Sweeping Away with Core Animation OpenGL Basics: Wrapping Your Head Around the OpenGL AP Putting It Together: Making a Game in OpenGL The Next Steps: Atlases, Sprites, and Particles—Oh My Introduction to Core Audio Making Noise with OpenAL 3D Audio—Turning Noise into Game Sound Streaming: Thumping, Pulse-Quickening Game Excitement Networking for iPhone Games: Introductio Going Head to Head Party Time Connecting with the Outside World Putting It All Together: Now Comes the Fun Part
BradyGames-Game Design: Secrets of the Sages-2nd Edition Features. More information about the console gaming market. How multiplayer gameplay is affecting the industry. More game and design theory, with inspirations and insights from the experts. Updated content on the newest, hottest games.
Health Tips about the Causes and Consequences of Abusive and Violent Behavior : Including Facts about the Types of Abuse and Violence, the Warning Signs of Abusive and Violent Behavior, Health Concerns of Victims, and Getting Help and Staying Safe
Author: Sandra Augustyn Lawton
Publisher: Omnigraphics Incorporated
Category: Juvenile Nonfiction
"Provides basic consumer health information for teens about risk factors, consequences, and prevention of various types of abuse and violence. Includes index, resource information and recommendations for further reading"--Provided by publisher.