Strategies and Games, second edition


Book Description

The new edition of a widely used introduction to game theory and its applications, with a focus on economics, business, and politics. This widely used introduction to game theory is rigorous but accessible, unique in its balance between the theoretical and the practical, with examples and applications following almost every theory-driven chapter. In recent years, game theory has become an important methodological tool for all fields of social sciences, biology and computer science. This second edition of Strategies and Games not only takes into account new game theoretical concepts and applications such as bargaining and matching, it also provides an array of chapters on game theory applied to the political arena. New examples, case studies, and applications relevant to a wide range of behavioral disciplines are now included. The authors map out alternate pathways through the book for instructors in economics, business, and political science. The book contains four parts: strategic form games, extensive form games, asymmetric information games, and cooperative games and matching. Theoretical topics include dominance solutions, Nash equilibrium, Condorcet paradox, backward induction, subgame perfection, repeated and dynamic games, Bayes-Nash equilibrium, mechanism design, auction theory, signaling, the Shapley value, and stable matchings. Applications and case studies include OPEC, voting, poison pills, Treasury auctions, trade agreements, pork-barrel spending, climate change, bargaining and audience costs, markets for lemons, and school choice. Each chapter includes concept checks and tallies end-of-chapter problems. An appendix offers a thorough discussion of single-agent decision theory, which underpins game theory.




Game Practice System


Book Description

We feel there is a better way to practice the game of football. The standard way most coaches organize and conduct a practice has just been copied and pasted since the Vince Lombardi days. Quite simply, we as coaches have just duplicated the practice process from our own days as a player. Schemes have changed, players have changed, and society has changed. But, practices for the most part have not. This book will attempt to convey why S2A Game Practice System (GPS) is an "edge of the knife" way to conduct a football practice. The Surface to Air System (S2A), is an offensive consulting service. This book will detail our thoughts from our offensive perspective, but the principles can be applied to all three phases of the game (Offense, Defense, Special Teams). In introducing this "outside the box" way of looking at something new in the game of football, we challenge you as a coach to take this information and determine if there's truly a better way of doing things. Ask yourself, "Is the way we've been conducting practices since I was a player really the most effective way?" Offenses have evolved, the passing game has evolved, and off-season methods of training have evolved. Why hasn't practice evolved? The objective of this book is to make football a better game through the utilization of S2A GPS. It is our specific objective to check the following boxes when developing this practice method: -Get more kids out for football-Create scenarios in which players have a richer knowledge of the game-Create practice situations recreating game situations that lead to more success -Create a safer game-Score more points-Win more games Again, we check those boxes with our main tenant: "If any activity is done in practice that does not directly have an impact on the actual game, we do not do it." It is our sincere hope that football coaches will take from this work the following: To implement a system that allows for a safer game by reducing the amount of time preparing, that reduces the repetitions for contact, and thus lessens the eventuality of injuries.-To implement a system that eliminates the need for the overuse of contact, but heightens the ability for game preparedness.-To implement a system that captures and keeps the learning attention span of even the lowest level learner-To implement a system that elevates the abilities of second and third teamers, and thus increases their value to the overall makeup and depth of the squad-To implement a system that elevates the practice role of each member of the coaching staff-To implement a system that leads to both recruiting more and keeping more young people playing the game-To implement a system that leads to more wins




Using Games and Simulations for Teaching and Assessment


Book Description

Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use




Teaching in the Game-Based Classroom


Book Description

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.




Gamification in Education: Breakthroughs in Research and Practice


Book Description

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.




Building HTML5 Games with ImpactJS


Book Description

Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn how to use Impact with other technologies step-by-step. You’ll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact’s advantages Build a complete game with core logic, collision detection, and player and monster behavior Learn why a game design document is critical before you start building Display and animate game artwork with sprite sheets Add sound effects, background music, and text Create screens to display stats and in-game status Prepare to publish by baking your game files into a single file







The New Game Makers Bible


Book Description

The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.




Designing Inclusive Systems


Book Description

The Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) are a series of workshops held at a Cambridge University College every two years. The workshop theme: “Designing inclusion for real-world applications” refers to the emerging potential and relevance of the latest generations of inclusive design thinking, tools, techniques, and data, to mainstream project applications such as healthcare and the design of working environments. Inclusive Design Research involves developing tools and guidance enabling product designers to design for the widest possible population, for a given range of capabilities. There are five main themes: Designing for the Real-World Measuring Demand And Capabilities Designing Cognitive Interaction with Emerging Technologies Design for Inclusion Designing Inclusive Architecture In the tradition of CWUAAT, we have solicited and accepted contributions over a wide range of topics, both within individual themes and also across the workshop’s scope. We ultimately hope to generate more inter-disciplinary dialogues based on focused usage cases that can provide the discipline necessary to drive further novel research, leading to better designs. The aim is to impact industry and end-users as well governance and public design, thereby effectively reducing exclusion and difficulty in peoples’ daily lives and society.