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Games User Research

RRP $337.99

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"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.


Winning! A Guide To Games That Never Were

RRP $13.99

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Winning! A Guide To Games That Never Were takes inspiration from the popular game guides of the 1980s and early 1990s, Winning! provides strategies, tips and cheats designed to help you excel at a collection of video games that never were nor ever will be, all in the style of the down and dirty, rough and ready collections so many of us knew, loved and cherished in the by-gone Golden Age of console gaming!


A Guide To Designing Curricular Games

RRP $326.99

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This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask". By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.


Cataloging And Managing Film And Video Collections

RRP $259.99

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We now catalog in a post-AACR2 world. RDA: Resource Description and Access is designed to cover all types of content and media, but communities of practice are still evolving for motion picture and video materials. This handbook clarifies the protocol for DVDs and Blu-ray discs, expanding upon established guidelines for AACR2 and integrating them into the new standard. Along the way, Higgins introduces the fundamentals of filmmaking, including its history and technical vocabulary, providing context that will help catalogers quickly find the information relevant to their bibliographic records. Organized by familiar MARC 21 fields, this comprehensive reference walks readers through such topics as Unraveling the complexity of film and the ways it is packaged and presented on optical disc, to help quickly determine the title statement and statement of responsibility Explaining the roles of the individuals and organizations involved in the creation and publication of film, and where to record them in catalog records Deciphering the technical terms and abbreviations used on DVDs and Blu-ray discs Using subject and genre headings Cataloging television and streaming media Dealing with unusual formats, such as videotape and reels of photochemical film Outlining the MARC 21 fields where AACR2 practices differed from RDA With the expert guidance contained in this book, readers will learn how to apply RDA instructions to the cataloging of every type of film and video collection, whatever the medium.


Differential Games And Control Theory Iii: Pt. A

RRP $741.99



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Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

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