Enemy Games


Book Description

Fantastic futuristic romance from the author of Enemy Within Kidnapped while combating a plague, Jayleia Durante fights to resist the attractive Major Damen Sindrivik, an officer from a rival government's spy corps. But with her father missing, and mercenaries on her trail, Jayleia must join forces with the magnetic major-for the good of the empire.







Gaming the Past


Book Description

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.




Game Balance


Book Description

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.




Gaming the System


Book Description

Understanding games as systems, with complex interactions of game elements and rules. Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.




Front toward Enemy


Book Description

A unique and much-needed perspective on the transitions veterans go through after returning home from war service. It is a difficult time to be a veteran of a small war in the United States. After twenty years of combat and counter-insurgency, a generation of Afghan, Iraq, and Global War on Terror veterans struggle to integrate back into civilian society and lead productive lives. As the wars these men and women have participated in continue—while they simultaneously recede to the past—many feel a sense of estrangement from their country, friends, and prior lives. They often long to return to war but hope to never go again and are stuck in a nether world of war without end and peace that does not exist. In Front toward Enemy: War, Veterans, and the Homefront, Daniel R. Green uses his own experiences with war from having served five military and civilian tours in Afghanistan and Iraq and provides a different perspective on the transition home. Using sociological, philosophical, literary, cultural, historical, and political perspectives he provides a venue for the countless conversations he has had with his fellow veterans about their own experiences as a way to assist others with their transition from war and the military to peace and civilian life. Green provides not just a war veteran’s views but the amplifying perspective of a political scientist—as well as a reserve officer—in order to rescue the issue of the “returning veteran” from the field of psychology and to broaden the understanding of the experience of war for veterans. This book bridges the gap between war veterans and their fellow citizens, sheds light on the quiet conversations that take place among veterans about their experiences, and enriches the collective understanding of how wars affect people.




Military Review


Book Description




Enemies on the Couch


Book Description

For more than 30 years, renowned psychoanalyst Vamik D. Volkan has applied the theories of his profession to societies in conflict, venturing into cauldrons of unrest as observer, mediator, and practitioner. In this volume, he shares his experiences facilitating dialogue between opposing enemy groups, in numerous contexts and conflict zones, and presents the pioneering theoretical and practical frameworks he developed. In the process, he provides a unique window onto watershed moments of the recent past—from major historical events, such as the collapse of the Soviet Union and the fall of the Berlin Wall, to the tragedy of September 11, 2001, and continued violence in the Middle East. The findings and observations presented in this volume provide not only a new way of looking at recent historical events, but also offer a novel set of tools for understanding and shaping the present and future.




Practical Android 4 Games Development


Book Description

Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android. From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier. Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom Build your own reusable “black box” for game development Easy-to-follow examples make creating the sample games a hands-on experience




Massively Multiplayer Games For Dummies


Book Description

Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players