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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.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
Cooperative Computer-Aided Authoring and Learning: A Systems Approach describes in detail a practical system for computer assisted authoring and learning. Drawing from the experiences gained during the Nestor project, jointly run between the Universities of Karlsruhe, Kaiserslautern and Freiburg and the Digital Equipment Corp. Center for Research and Advanced Development, the book presents a concrete example of new concepts in the domain of computer-aided authoring and learning.
Are you looking to add a little spice to your next adult Halloween party? Or are you already swinging but you want fun games for your next Halloween event? This book has exactly what you're looking for. The games are broken into three sections for all comfort zones from curious beginners who just want to play, to soft swap swingers who love foreplay to full blown swingers who go all the way. The Naughty Icebreakers section is full of sexy games which can break the ice, bare some skin and get players in a mood for more. These games are designed for newbie swingers and those who are just curious. For those willing to get playfully naughty but not sure if they really want to delve into swinging. The Tantalizing Teasers section is full of games for those willing to explore soft swap activities. Full of foreplay style fun these games include oral sex activities and sex toys that will have guests getting down and dirty without hardcore penetration. The We're Swinging Now section contains erotic games that get explicitly hardcore. These games are for seasoned swingers and those who are honestly ready to play dirty.
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