Game Thinking

Game Thinking PDF

Author: Amy Jo Kim

Publisher: Gamethinking.IO

Published: 2018-05-25

Total Pages: 214

ISBN-13: 9780999788547

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During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Uncertainty in Games

Uncertainty in Games PDF

Author: Greg Costikyan

Publisher: MIT Press

Published: 2015-01-30

Total Pages: 150

ISBN-13: 0262527537

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How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Play at Work

Play at Work PDF

Author: Adam L. Penenberg

Publisher: Penguin

Published: 2013-10-03

Total Pages: 256

ISBN-13: 1101623020

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Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.

Thinking about Video Games

Thinking about Video Games PDF

Author: David S. Heineman

Publisher: Indiana University Press

Published: 2015-08-03

Total Pages: 268

ISBN-13: 0253017181

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The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.

Game Thinking: From Content to Actions

Game Thinking: From Content to Actions PDF

Author: Zsolt Olah

Publisher: Association for Talent Development

Published: 2014-09-29

Total Pages: 20

ISBN-13: 1950496562

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L&D professionals may think of games and gamification as silver bullets for engagement and motivation issues that add fun to workplace learning. But they need to use those tools to show value, rather than showcase fun. This requires a mindset shift and a move from content to actions through game thinking. In this issue of TD at Work, Zsolt Olah delves into the definition of games and gamification. He also: · details considerations for building a game-based learning strategy that is engaging and effective · presents case studies of when to use game-based learning or gamification and when not to. · offers tips on how to keep learners—that is, players—in mind while building learning games.

Pooh's Thinking Games

Pooh's Thinking Games PDF

Author: Publications International

Publisher: Publications International

Published: 2004-07-01

Total Pages: 20

ISBN-13: 9780785363989

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These talking activity books are loaded with fun, educational exercises to learn letters, numbers and shapes. Kids can use this wipe-off book again and again!

The Game of Thinking

The Game of Thinking PDF

Author: Stephen Muires

Publisher:

Published: 2018-10-13

Total Pages: 240

ISBN-13: 9781721963041

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We exist inside a Game of Thinking. We call it the universe, life, reality. But it is the Game of Thinking, a game not played by us, but by thought. Thinking is a fact; everything else is theory. Thought wants us to think. If that was not true, we would be able to stop thinking. But we are not. Thoughts are like zombies. One on one we can deal with them. When they come in bunches, we go under. In order for war to stop, people need to do more than lay down their weapons; they need to lay down their thoughts. Our thinking process runs our lives, yet we do not control it, create it, or guide it. Nor can we switch it off. For it to be real, freedom has to not be a thought. By acquiring more thought, thought acquires you. By acquiring less thought, you acquire you. There is no need to understand black holes or string theory. Those things don

Games

Games PDF

Author: C. Thi Nguyen

Publisher: Oxford University Press, USA

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

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"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

Game Theory

Game Theory PDF

Author: 50MINUTES,

Publisher: 50 Minutes

Published: 2015-09-02

Total Pages: 43

ISBN-13: 2806265886

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The art of thinking strategically This book is a practical and accessible guide to understanding and implementing game theory, providing you with the essential information and saving time. In 50 minutes you will be able to: • Quickly master the concept of strategic behavior and interactive decisions • Anticipate the actions of your opponents to react accordingly and maximize gains • Find the key to cooperating in order to reach collective goals ABOUT 50MINUTES.COM| Management & Marketing 50MINUTES.COM provides the tools to quickly understand the main theories and concepts that shape the economic world of today. Our publications are easy to use and they will save you time. They provide elements of theory and case studies, making them excellent guides to understand key concepts in just a few minutes. In fact, they are the starting point to take action and push your business to the next level.