Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Women and Gaming: The Sims and 21st Century Learning Review

Women and Gaming: The Sims and 21st Century Learning
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Women and Gaming: The Sims and 21st Century Learning ReviewThis book is the latest in a long series of books and articles by noted literacy, education and games scholars - James Paul Gee and Elisabeth Hayes. I found this book to be highly engaging and quite readable as they provide a wealth of real examples and poignant descriptions demonstrating how women and girls are using the popular Sims video games. It is interesting to note however, most of the emphasis is not on playing the Sims game specifically but Gee and Hayes describe instead how these innovative women are going beyond the game and leveraging the virtual communities around the game to meet their own specific interests.
As an educator myself - and a person who's not a digital native, I also see this book as providing a tremendous resource for educators looking to integrate technology in the classroom and indeed those educators who are looking to develop a broader understanding of the richer "beyond game" practices gamers are engaged in. For example, I found the chapter on writing fan fiction to be extremely relevant to the high school students I work with. Given all the hype around Twilight and all things vampire, the authors' account of vampire fan fiction is quite timely in terms of popular culture but also in terms of the digital storytelling techniques many educators are working to implement in the classroom. This chapter describes in detail the participatory writing processes embedded in these fan fiction communities. Their accounting of Alex's trajectory of writing denotes how her writing improves over time and also chronicles a common characteristic of this genre of writing - the impact of instant and iterative audience feedback uniquely present in these fan fiction communities. However, a point that I particularly enjoyed - the authors directly take on the arguments more "high-brow" critics use to disparage such activities, illustrating that fan fiction writing clearly has a place among more notable literacy genres.
Overall I see this book as providing two major overarching contributions: First, it provides a necessary discussion of the innovative gaming practices engaged in by women and girls playing the Sims. This is important to note because the gender issue is frequently only addressed in games-based discussions in conjunction with commentary on their lack of participation with this media. In addition, as the authors note, this gaming franchise has been largely neglected in the literature about gaming and as the largest selling game franchise in history, it bears exploration. Gee and Hayes go beyond the issue of gender based disparities and actually depict not only practices germane to the Sims and Sims communities, but clearly and thoughtfully identify and discuss the productivity of these practices. This dovetails with the second accomplishment of this text - a theme that's back grounded as a through thread - a provocative running commentary on the current state of education and educational reform initiatives. The authors skillfully juxtapose current education practices against those evolving in gaming communities and digital media culture highlighting what we might learn from the richly productive practices embedded in and beyond gaming.
I highly recommend this book and eagerly await their next publication!Women and Gaming: The Sims and 21st Century Learning OverviewToday, virtual worlds abound, avatars are every day occurrences, and video games are yesterday's news. But today's games are not just a pastime for millions – they are also a technological focal point for new forms of learning. James Paul Gee and Elisabeth Hayes are leading researchers in the field of gaming, and here they argue that women gamers—a group too often marginalized—are at the forefront of today's online learning world. By utilizing the tools of gaming in ways never before imagined - actively engaging in game design, writing fan fiction, and organizing themselves into collaborative learning communities - women of all ages acquire the tools to successfully navigate the complex social, cultural , and economic problems of the 21st century. Women are leading the way to a new understanding of online learning techniques, from cultural production to learning communities to technical proficiency in the latest software. This book draws on case studies about women who "play" the Sims, the best selling game in history, to argue for a new general theory of learning for the 21st Century.

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Expressive Processing: Digital Fictions, Computer Games, and Software Studies Review

Expressive Processing: Digital Fictions, Computer Games, and Software Studies
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Expressive Processing: Digital Fictions, Computer Games, and Software Studies ReviewThis book is a great read, highly recommended for anyone interested in how to use computers for expressive purposes, whether in artificial intelligence systems, videogames, or electronic literature.
Wardrip-Fruin's basic point is that processes are the mechanism by which computers function as "media machines", and we should analyze expressive/aesthetic computational works by looking at what processes they use, how they use them, and what the effects are. This avoids either treating them as black-boxes to be understood only by looking at effects on audiences, or as technical artifacts to be understood by looking at literal lines of C++ or Lisp.
But, refreshingly, the vast majority of a book is not a theoretical argument for that point. Instead, it gets its hands dirty analyzing a number of specific pieces, to understand how each one works: what processes does the system use, for what purposes, and how does that contribute to its goals and experience? How visible or hidden are the processes from the user/player? If we trace what can actually happen in a system, how does this match up with what processes it nominally claims to be using?
Much of the tension the book identifies is between the internal processes of a system, and what users/players think is going on. The well-known "Eliza effect" takes place when a system appears to have more processing going on than it actually does. The canonical example is the classic chatbot Eliza, which users often think is doing complex internal AI to respond to their queries, while in reality it uses extremely simple logic. To this effect, Wardrip-Fruin adds the opposite: in the "Tale-Spin effect", a system is doing a bunch of complex internal processing, but in an invisible way, so that users think that a system is actually fairly simple. The book's analyses of Universe, Minstrel, Terminal Time, F.E.A.R., and BRUTUS along this axis should be of particular interest to anyone wanting to make entertainment or artistic use of AI systems.
There are many more specific insights as well; among too many to list, the section on dialogue trees (starting on p. 51) is probably the most thorough analysis of different kinds of dialogue trees, and how and when to use them, that I've seen in print. Since the book has something of a case-study format, these can profitably be read in isolation for someone who doesn't want to read the entire book. Some of the works profiled at length include: the videogames Sim City, F.E.A.R., Knights of the Old Republic, and Façade; the story-generation systems Minstrel, BRUTUS, Tale-Spin, and Universe; the chatbot Eliza; and the satirical AI systems The Goldwater Machine and Terminal Time.Expressive Processing: Digital Fictions, Computer Games, and Software Studies OverviewFrom the complex city-planning game SimCity to the virtual therapistEliza: how computational processes open possibilities for understanding and creatingdigital media.

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Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) Review

Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and                Learning)
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Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) ReviewFor me, this book is simultaneously insightful and nostalgic. I grew up playing games like "Where In The World is Carmen Sandiego", "The Castle of Dr. Brain", and "SimCity", so Ito's ethnographic coverage of kids at an after-school program who played such games reminded me of my own childhood, as viewed through the lens of a cultural anthropologist. For instance, while using SimCity's disasters to decimate a city was something I used to do as a kid, I'd always assumed it was a "bad" use of the game, but Ito actually interprets such actions in an entirely different way.
The book doesn't just look at how kids play these games, though. It also examines, for instance, how the marketing of some of these games mobilized middle-class parental anxieties about achievement, or how the entrepreneurs who started educational game companies soon found themselves to be victims of their own success. Or how the entrenched agendas of educational institutions can sometimes work against learning instead of fostering it.
The only thing I didn't like about the book is that because it's written for researchers, it can be a bit jargony at times. For instance, the first 20 pages or so are dedicated to explaining research methodology and what makes it different from other books in the field, which I wasn't terribly concerned with.
Ultimately, though, this book was a pleasure to read, and was complex enough to warrant multiple readings. What's covered in here would probably be useful for parents, educators, game developers, entrepreneurs, cultural anthropologists, marketers, and anyone who, like me, once played these games as a kid.
Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning) OverviewHow the influential industry that produced such popular games as OregonTrail and KidPix emerged from experimental efforts to use computers as tools inchild-centered learning.

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Ultimate Game Programming with DirectX Review

Ultimate Game Programming with DirectX
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Ultimate Game Programming with DirectX ReviewJust to establish my own credentials - I'm a game developer with 5 published titles under my belt including Master of Orion 3, Kohan 2, Axis & Allies, and two Zoo Tycoon 2 games.
I was asked on very short notice to teach a Game Development class at a local college. So off I went to Borders to find a textbook. After some digging, this is what I picked out. The features that recommended it to me where that it included the source code, and over the course of the book it promised to build a fully functional game.
Here's what I found instead:
* I would guess from his terminology that the author has never worked at a game company. He just doesn't know the lingo - or he's worked somewhere so remote from my own experience that his lingo is completely different. Also, based on the quality of his code and the quality of the resulting game, he wouldn't survive a second at any game company out there. He wouldn't make it past the phone interview. If you are considering a career in game development, do NOT follow this person's example or you won't even get in the door.
* The code is the most horribly written I have ever seen. I would expect better out of anyone who has ever taken any sort of class on object oriented programming - or worked on any sort of project employing more than one person. The best way to describe it is poorly written C code written in C++. The spacing is non-standard. That variable names are horrible. For many of the programs, it's all in the main.cpp file. Global variables everywhere. Hardly any use of classes, and where they are used they are monolithic and poorly designed. Ugh.
* The book is frequently innaccurate. It needs an errata list badly - but if there is one, I haven't been able to find it. For example, in chapter 1 he tells you that you only need 1 line of code to enable z-buffering. After talking to colleagues and looking on the web, I was able to get this to work (I'm an AI guy, not a graphics guy) - but he was missing 4 of the 5 lines needed to make it happen.
* The book also tends to be incredibly light on details. It tells you the DirectX functions you need to call (mostly) and the specific values to plug in - but not what the functions do, or what the other possible values for their paramaters are, or how the parameters affect the output. The style of the writing is also incredibly informal - it sounds like something written by a 10th grader. Granted, if the quality of the content was solid I wouldn't care about this - but added to the poor content it makes the whole thing feel unprofessional.
* The quality of the final game is what I would expect out of a high school project (at best). The collision detection is horrifically buggy. The characters don't animate or move at all (although my understanding from looking at the book is that they're supposed to). The code won't compile under VS2005, only VS2003. It also won't run without a game controller plugged in to the computer - but it doesn't appear to actually use the game controller. He's been promising since the book came out to post the fixes for those last two problems on his web site, but I couldn't find them.
All in all, this book is an embarassment. I'm sorry I made my students spend the money on it - and now I'm scrambling to find material to teach my class, because this book hasn't delivered anything close to what it promised.Ultimate Game Programming with DirectX OverviewMake your own games using DirectX 10 and C++ with Ultimate Game Programming with DirectX, Second Edition. Written for experienced programmers who want to learn DirectX 10 and how to apply it to game creation, this book goes in-depth with DirectX 10 and each of its subsystems. Every part of the gamedevelopment process is covered and you'll apply your existing game-development skills to the new techniques and tools covered in the book. Beginning with an introduction to DirectX and Direct3D, you'll work your way through graphical interfaces, animation paths,advanced lighting and shadows,various surfacemapping techniques, and even sound. One topic is covered per chapter and end-of-chapter questions help you practice and reinforce your new skills.Whether you're a current gamedevelopment student or a professional developer, you'll find the information and techniques you need to gain a clear understanding of game programming with DirectX 10.

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Game Engine Architecture Review

Game Engine Architecture
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Game Engine Architecture ReviewJason Gregory's book offers a 10,000-foot view of game engine architecture, covering every system found in modern game engines, and detailing how those systems interact. It details the subjects at a level easily understood by anyone with a modest level of programming experience -- even non-programmers can gain a solid understanding of engine design from the book. This would make a great first book for anyone interested in programming game engines, either as a hobby or a future career.
However, it is important to clarify the limits of the book. I do not consider this to be a programming book, since it does not present the material at a sufficiently low-level that would permit an inexperienced programmer to implement a game engine from the ground-up. It describes how the algorithms work in enough detail that you can understand the idea, but does not present complete code examples that would demonstrate exactly how the algorithms would be implemented. There are occasional code snippets, and brief examples from engines like Ogre, Unreal, and idtech. But most of the content is entirely prose.
Experienced programmers/game devs have the coding background to implement many of the designs described in the book from the level at which they are presented. But neophyte programmers will not find enough details in this book to implement a full game engine on their own. However, no one book could do an adequate job of detailing how to implement an entire game engine: learning to program a game engine from the ground-up requires a very large stack of books (especially for physics and AI). So it would be unfair to fault this book for what it is not.
The value of the book is in providing clear, prose descriptions of the functional blocks found in a game engine, covering alternate ways different engines implement certain features, and cross-referencing how those blocks interact.
Another positive is that the book benefits from a mature writing style. Unlike the "Oh wow! Cool! Dude! Whew, math is hard! {BG}" style of writing inflicted upon many intro/for-teens books, this book can be read by adults (and most teens) without any undue eye-rolling due to bad writing. Which, sad to say, is why I feel inclined to remark on this point. Granted, this book was written for a course a SoCal, so a more mature writing still is required. I do wish more games-related books would follow this convention, instead of assuming the reader is mentally bereft or a pre-teen.Game Engine Architecture OverviewA 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

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Game Development Tools Review

Game Development Tools
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Game Development Tools ReviewGame Development Tools deserves ongoing recommendation for any collection catering to professional game developers, and offers the latest research on tools development. It's the first in-depth coverage of game tools and offers guidelines, applications of tools, and assessments of third-party applications for game developers seeking specific, advanced insights. From building pipelines to GPU debugging using NVIDIA's Parallel Nsight, this packs in details to help game and graphics programmers create better games in less time.
Game Development Tools OverviewThis book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster.

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