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Career Building Through Alternate Reality Gaming

Career Building Through Alternate Reality Gaming PDF
Author: Meg Swaine
Publisher: The Rosen Publishing Group, Inc
ISBN: 1435847695
Size: 74.53 MB
Format: PDF, Kindle
Category : Business & Economics
Languages : en
Pages : 64
View: 4457

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Alternate Reality Games (ARGs) are computer- and Internet-based "games" (sometimes they're not games at all in a traditional competitive sense) that create virtual environments and self-contained, fully elaborated worlds. The games usually feature an interactive, real-time narrative that involves multiple participants directly with characters, and the action unfolds as a result of participants’ responses to challenges and puzzles. Participants often form a community of sorts to play the game, coming to strategic decisions and coordinating their responses and actions in the virtual world through media of the actual world, such as telephone, email, snail mail, and the Internet. This book introduces readers to the dazzlingly elaborate, intricate, and wildly imaginative world of ARGs and shows how a career can be forged out of a form of “play” that is both serious and entertaining, ingenious and imaginative, fun and profitable.

Career Building Through Alternate Reality Gaming

Career Building Through Alternate Reality Gaming PDF
Author: Meg Swaine
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213579
Size: 10.46 MB
Format: PDF, ePub
Category : Business & Economics
Languages : en
Pages : 64
View: 5296

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Provides an overview of alternate reality gaming, and describes the knowledge, skills, education, and experience needed to pursue a career in this field.

Career Building Through Machinima

Career Building Through Machinima PDF
Author: Holly Cefrey
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213586
Size: 35.17 MB
Format: PDF, Docs
Category : Business & Economics
Languages : en
Pages : 64
View: 1855

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Machinima, meaning "machine cinema," is the technology of using computers to create cinematic features. This book teaches readers, who may be hobbyists in the art, how to use their talents to produce lifelong careers from what they love.

Career Building Through Fan Fiction Writing

Career Building Through Fan Fiction Writing PDF
Author: Miriam Segall
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213562
Size: 78.59 MB
Format: PDF, Mobi
Category : Business & Economics
Languages : en
Pages : 64
View: 4812

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Introduces readers to fan fiction writing, the creation of original stories based on characters and settings from popular fiction, television programs, films, or video games, and suggests ways that this creative activity might lead to a career in writing.

Career Building Through Skinning And Modding

Career Building Through Skinning and Modding PDF
Author: Jeri Freedman
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213548
Size: 62.80 MB
Format: PDF, Kindle
Category : Business & Economics
Languages : en
Pages : 64
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Introduces readers to skinning and modding, the practices of modifying the appearance or function of existing software, and suggests ways that these creative activities might lead to a career in web design or game programming.

Career Building Through Digital Sampling And Remixing

Career Building Through Digital Sampling and Remixing PDF
Author: Sahara Gisnash
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213555
Size: 77.13 MB
Format: PDF, ePub, Mobi
Category : Business & Economics
Languages : en
Pages : 64
View: 3308

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Provides an overview of digital sound careers, including DJs, music producers, and recording engineers, and describes the knowledge, skills, and experience needed to pursue a career in these fields.

Career Building Through Music Video And Software Mashups

Career Building Through Music  Video  and Software Mashups PDF
Author: Holly Cefrey
Publisher: The Rosen Publishing Group
ISBN: 9781404213593
Size: 53.58 MB
Format: PDF, ePub
Category : Juvenile Nonfiction
Languages : en
Pages : 64
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Provides an overview of careers in music, video, and software mashups, and describes the knowledge, skills, and experience needed to pursue a career in these fields.

Rosen Publishing

Rosen Publishing PDF
Author:
Publisher: The Rosen Publishing Group
ISBN: 9781435875081
Size: 56.61 MB
Format: PDF, Mobi
Category :
Languages : en
Pages :
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Learning Games

Learning Games PDF
Author: Scott J. Warren
Publisher: Springer
ISBN: 3319468294
Size: 16.58 MB
Format: PDF, Mobi
Category : Education
Languages : en
Pages : 262
View: 1882

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This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div

Alternate Reality Games And The Cusp Of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay PDF
Author: Antero Garcia
Publisher: Bloomsbury Publishing USA
ISBN: 1501316265
Size: 17.30 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 352
View: 4131

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Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.