How Games Move Us

How Games Move Us PDF Author: Katherine Isbister
Publisher: MIT Press
ISBN: 0262534452
Category : Games & Activities
Languages : en
Pages : 187

Book Description
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Playing Smart

Playing Smart PDF Author: Julian Togelius
Publisher: MIT Press
ISBN: 0262350157
Category : Games & Activities
Languages : en
Pages : 188

Book Description
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.

All That Moves Us

All That Moves Us PDF Author: Jay Wellons
Publisher: Random House Trade Paperbacks
ISBN: 0593243382
Category : Biography & Autobiography
Languages : en
Pages : 289

Book Description
“The surgical interventions in these pages are dizzying, but the fact that Jay Wellons can write as well as he can operate provides a whole other level of amazement.”—Ann Patchett, #1 New York Times bestselling author of Commonwealth “A powerful and moving account of the intense joys and sorrows of being a pediatric neurosurgeon.”—Henry Marsh, New York Times bestselling author of Do No Harm: Stories of Life, Death, and Brain Surgery ONE OF THE BEST BOOKS OF THE YEAR: The New Yorker, Publishers Weekly Tumors, injuries, ruptured vascular malformations—there is almost no such thing as a non-urgent brain surgery when it comes to kids. For a pediatric neurosurgeon working in the medical minefield of the brain—in which a single millimeter in every direction governs something that makes us essentially human—every day presents the challenge, and the opportunity, to give a new lease on life to a child for whom nothing is yet fully determined and all possibilities still exist. In All That Moves Us, Dr. Jay Wellons pulls back the curtain to reveal the profoundly moving triumphs, haunting complications, and harrowing close calls that characterize the life of a pediatric neurosurgeon, bringing the high-stakes drama of the operating room to life with astonishing candor and honest compassion. Reflecting on lessons learned over twenty-five years and thousands of operations completed on some of the most vulnerable and precious among us, Wellons recounts in gripping detail the moments that have shaped him as a doctor, as a parent, and as the only hope for countless patients whose young lives are in his hands. Wellons shares scenes of his early days as the son of a military pilot, the years of grueling surgical training, and true stories of what it’s like to treat the brave children he meets on the threshold between life and death. From the little boy who arrived at the hospital near death from a gunshot wound to the head, to the eight-year-old whose shredded nerves were repaired using suture as fine as human hair, to the brave mother-to-be undergoing fetal spinal cord surgery, All That Moves Us is an unforgettable portrait of the countless human dramas that take place in a busy modern children’s hospital—and a meditation on the marvel of life as seen from under the white-hot lights of the operating room.

Drive

Drive PDF Author: Daniel H. Pink
Publisher: Penguin
ISBN: 1101524383
Category : Business & Economics
Languages : en
Pages : 275

Book Description
The New York Times bestseller that gives readers a paradigm-shattering new way to think about motivation from the author of When: The Scientific Secrets of Perfect Timing Most people believe that the best way to motivate is with rewards like money—the carrot-and-stick approach. That's a mistake, says Daniel H. Pink (author of To Sell Is Human: The Surprising Truth About Motivating Others). In this provocative and persuasive new book, he asserts that the secret to high performance and satisfaction-at work, at school, and at home—is the deeply human need to direct our own lives, to learn and create new things, and to do better by ourselves and our world. Drawing on four decades of scientific research on human motivation, Pink exposes the mismatch between what science knows and what business does—and how that affects every aspect of life. He examines the three elements of true motivation—autonomy, mastery, and purpose-and offers smart and surprising techniques for putting these into action in a unique book that will change how we think and transform how we live.

Your Move

Your Move PDF Author: Jonathan Kay
Publisher: Sutherland House Books
ISBN: 9781999439545
Category : Family & Relationships
Languages : en
Pages : 0

Book Description
The great board game revolution is here-- What do these games tell us about our society, our relationships, and ourselves? "Games, Jonathan Kay and Joan Moriarity show in this lively and insightful book, are not just fun and games: they allow us to explore the complexities of the world, from evolution to war to climate." - STEVEN PINKER, Johnstone Professor of Psychology, Harvard University, and author of Enlightenment Now: The Case for Reason, Science, Humanism, and Progress "Kay and Moriarity are both skilled writers and elucidators, and their voices are distinct enough to provide the book with a pleasing yin and yang. It's a far more perceptive and intriguing book than it appears at first blush, particularly for those readers who have never thought of games as an artistic medium - at least not one that comments on society." - KIRKUS REVIEWS Board games are among our most ancient and beloved art forms. During the rise of digital media, they fell from prominence for a decade or two but today they are in a new golden age. They're ingeniously designed, beautiful to look at, and exhilarating to play. Games are reclaiming their place in our culture, as entertainment, social activity, and intellectual workout equipment. Alone among all art forms, games require their audience (called "players") to participate. If nobody's playing, there is no game. As a result, games can tell far more about us than our TV shows, movies or music ever could. How does The Game of Life illustrate our changing attitudes about virtue? How does a World War II conflict simulation game explain the shortcomings of a failed novelist? Each chapter of Your Move examines one game, and what it reveals about our culture, history, society, and relationships. The book's two co-authors bring the perspectives of a writer who plays, and a player who writes. Before Jonathan Kay began his distinguished career as an author and commentator, he had a passion for games, and in recent years he has rediscovered them. Meanwhile, Joan Moriarity's career has been spent designing, developing, distributing, art directing, recommending and teaching board games and, recently, writing about them for a wider audience. With its short, punchy essays, and beautiful photographs of the games themselves, every chapter will be a worthwhile read in itself, and the book overall will leave you inspired to discover the truths of your own inner and outer world through play -- whether you're a seasoned veteran or a total newcomer.

Play like a Feminist.

Play like a Feminist. PDF Author: Shira Chess
Publisher: MIT Press
ISBN: 0262360446
Category : Games & Activities
Languages : en
Pages : 182

Book Description
An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

Seven Games: A Human History

Seven Games: A Human History PDF Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326

Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

The Proteus Paradox

The Proteus Paradox PDF Author: Nick Yee
Publisher: Yale University Press
ISBN: 0300190999
Category : Social Science
Languages : en
Pages : 262

Book Description
A surprising assessment of the ways that virtual worlds are entangled with human psychology

The Power of Regret

The Power of Regret PDF Author: Daniel H. Pink
Publisher: Penguin
ISBN: 0735210675
Category : Psychology
Languages : en
Pages : 256

Book Description
“The world needs this book.” —Brené Brown, Ph.D., New York Times bestselling author of Dare to Lead and Atlas of the Heart An instant New York Times bestseller As featured in The Wall Street Journal and The Washington Post Named a Must Read of 2022 by Forbes, Newsweek, and Goodreads From the #1 New York Times–bestselling author of When and Drive, a new book about the transforming power of our most misunderstood yet potentially most valuable emotion: regret. Everybody has regrets, Daniel H. Pink explains in The Power of Regret. They’re a universal and healthy part of being human. And understanding how regret works can help us make smarter decisions, perform better at work and school, and bring greater meaning to our lives. Drawing on research in social psychology, neuroscience, and biology, Pink debunks the myth of the “no regrets” philosophy of life. And using the largest sampling of American attitudes about regret ever conducted as well as his own World Regret Survey—which has collected regrets from more than 15,000 people in 105 countries—he lays out the four core regrets that each of us has. These deep regrets offer compelling insights into how we live and how we can find a better path forward. As he did in his bestsellers Drive, When, and A Whole New Mind, Pink lays out a dynamic new way of thinking about regret and frames his ideas in ways that are clear, accessible, and pragmatic. Packed with true stories of people's regrets as well as practical takeaways for reimagining regret as a positive force, The Power of Regret shows how we can live richer, more engaged lives.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
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