Beginning Android Games Zechner, Mario
2011, 2012, 2011-04-13T00:00:00, 2011-04-19, 2012-11-29, c2011
eBook
Beginning Android Gamesoffers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards ...creating your own basic game engine and playable games. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Gameswill help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:The fundamentals of game development The Android platform basics to apply those fundamentals in the context of making a game The design of 2D and 3D games and their successful implementation on the Android platform
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In The Well-Played Game , games guru Bernard De Koven explores the interaction of play and games, offering players -- as well as game designers, educators, and scholars -- a guide to how games work. ...De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game . De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven -- affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play" -- explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Argues for the queer potential of video games
While popular discussions about queerness in video games often
focus on big-name, mainstream games that feature LGBTQ characters,
like Mass Effect or ...Dragon Age, Bonnie Ruberg pushes the concept of
queerness in games beyond a matter of representation, exploring how
video games can be played, interpreted, and designed queerly,
whether or not they include overtly LGBTQ content. Video Games
Have Always Been Queer argues that the medium of video games
itself can-and should-be read queerly. In the first book dedicated
to bridging game studies and queer theory, Ruberg resists the
common, reductive narrative that games are only now becoming more
diverse. Revealing what reading D. A. Miller can bring to the
popular 2007 video game Portal, or what Eve Sedgwick offers Pong,
Ruberg models the ways game worlds offer players the opportunity to
explore queer experience, affect, and desire. As players attempt to
'pass' in Octodad or explore the pleasure of failure in Burnout:
Revenge, Ruberg asserts that, even within a dominant gaming culture
that has proved to be openly hostile to those perceived as
different, queer people have always belonged in video games-because
video games have, in fact, always been queer.
Computerspiele sind aus medienökonomischer Sicht zwar längst ein Massenmedium, in der gesellschaftlichen Wahrnehmung werden sie jedoch tendenziell immer noch als Spielzeug vornehmlich für junge ...Männer wahrgenommen. Dabei liegt der Anteil derjenigen, die regelmäßig spielen, in Deutschland bei fast 50 Prozent der Bevölkerung - und hiervon sind wiederum ca. 45 Prozent Spielerinnen.
Ausgehend von diesem Missverhältnis zwischen gesellschaftlicher Verbreitung und Wahrnehmung rückt Sabine Hahn einerseits aus kulturwissenschaftlicher Perspektive die Spielerinnen in den Fokus und wirft andererseits aus mediensoziologischer bzw. kommunikationswissenschaftlicher Perspektive einen Blick hinter die Kulissen der Games-Industrie.
El rendimiento en los tiros libres bajo condiciones de presión puede estar relacionada con múltiples variables. En este sentido, el objetivo principal de este trabajo será conocer si existe una ...disminución de rendimiento durante el último minuto de los partidos ajustados, y con cuáles de esas variables está más relacionada. Para alcanzar este objetivo, se analizaron 124 partidos ajustados (diferencias iguales o inferiores a dos puntos) de todas las competiciones (fase regular, playoff y copa del Rey) de la liga ACB durante las temporadas 2011-2012 a 2014-2015, registrando el porcentaje de acierto en los tiros libres del lanzador en la liga regular, partido completo, y último minuto del mismo. Los resultados principales del estudio mostraron que existe una disminución del rendimiento en el porcentaje de acierto en los tiros libres durante el último minuto del partido, y que está relacionada significativamente con la edad, experiencia profesional, puesto de juego del jugador, y diferencia parcial en el marcador.
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## In Detail Mobile game development can be split into 2 core tasks: game programming and game design. Although there are a number of books on mobile gameprogramming, there are hardly any books that ...focus on end-to-end game design. Moreover, it's a well established fact that game design is equally important while creating top quality games for both PCs and mobiles. The gaming industry is now moving towards the mobile market from the traditional PC and mobile gaming has become a serious business. The aim of this book is to offer a guide to those who are willing to test their skills in this potentially, very profitable segment. It will provide useful information about the tools you need to develop well done games for mobile, how to take advantage of the limits of a mobile phone to design perfect gameplay and which are the best business models to adopt in order to make money out of your games. ## Approach A step-by-step guide. ## Who this book is for This book is for all game developers, designers, and hobbyists who want to create assets for mobile games.
Gaming Matters Ruggill, Judd Ethan; McAllister, Ken S
2011, 2011-05-15
eBook
In his 2004 book Game Work , Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complex”—the games themselves, their players, the ...industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training.   In Gaming Matters , McAllister and coauthor Judd Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo. In short, what defines the computer game itself as a medium distinct from all others? Each chapter takes up a different fundamental characteristic of the medium. Games are: • Idiosyncratic, and thus difficult to apprehend using the traditional tools of media study • Irreconcilable, or complex to such a degree that developers, players, and scholars have contradictory ways of describing them • Boring, and therefore obligated to constantly make demands on players’ attention • Anachronistic, or built on age-old tropes and forms of play while ironically bound to the most advanced technologies • Duplicitous, or dependent on truth-telling rhetoric even when they are about fictions, fantasies, or lies • Work, or are often better understood as labor rather than play • Alchemical, despite seeming all-too mechanical or predictable Video games are now inarguably a major site of worldwide cultural production.   Gaming Matters will neither flatter game enthusiasts nor embolden game detractors in their assessments. But it will provide a vocabulary through which games can be discussed in academic settings and will create an important foundation for future academic discourse.