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NEW Gaming and Gamification Books @ Schoolcraft
Game On! by
Call Number: LB 2395.7 .B45 2018
Publication Date: 2018
The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies.
Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.
Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.
Introducing Game Theory by
Call Number: QA 269 .P375 2017
Publication Date: 2017
Game theory is the study of how we make a decision when the outcome of our moves depends on the decisions of someone else. But it’s not just about predicting your opponent’s next play in a game of chess; conflict and cooperation lie at the heart of game theory, which is useful for understanding behaviour in everything from our social lives to business, global politics to evolutionary theory.
In Introducing Game Theory, economists Ivan and Tuvana Pastine explore this fascinating area, which looks beneath the surface of human behavior — calling upon psychology, evolutionary biology, political science and sociology to explain why, when faced with a decision, we sometimes cooperate, sometimes clash, and sometimes act in a way that seems completely random.
Stylishly brought to life by regular Guardian illustrator Tom Humberstone, the book takes readers on a tour of the key ideas and thinkers, and puts you into a series of games that provide a new perspective on the world we live in.
Play to Learn by
Call Number: LB 1029 .G3 B65 2017
Publication Date: 2017
As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view.
But how do you become the Milton Bradley of learning games? Play to Learn is here to help.
This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs.
Play to Learn will also show you how to:
Link game design to your business needs and learning objectives.
Test your prototype and refine your design.
Deploy your game to motivated and excited learners.
So don't just play around. Think big, design well, and use Play to Learn as your guide.
Reality Is Broken by
Call Number: GV 1201.38 .M34 2011
Publication Date: 2011
With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.
Violent Video Games and Society by
Call Number: GV 1469.34 .V56 2018
Publication Date: 2018
Presents essays that convey a range of views on violence in video games, including if they are the reason for aggressive behavior, if they desensitize users, and if changing games could stop bullying.
Virtual Reality by
Call Number: QA 76.9 .C65 V57235 2017
Publication Date: 2017
Virtual reality might seem like the stuff of science fiction, but it has been in use in various forms since the 1950s. The technology is being developed for use in education, professional and military training, therapy, entertainment, and design. But is a simulated world a better world? Experts caution that virtual reality could be physically and emotionally debilitating. They predict that society could go into decline. Is this simply fear of progress, or is it something to take seriously? Readers will learn the hot-button issues associated with virtual reality and whether we should be excited or afraid of this incredible technology.
Watch Me Play by
Call Number: GV 1469.17 .S63 T384 2018
Publication Date: 2018
Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters―and each other―through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences.
Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.
Staff and Student Picks @ Schoolcraft
Atari Age by
Call Number: GV 1469.3 .N484 2017
Publication Date: 2017
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful)Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity.Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources―including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television―Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Drawing Basics and Video Game Art by
Call Number: QA 76.76 .C672 S65 2012
Publication Date: 2012
Video games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different.
Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression.
Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.
Ender's Game by
Call Number: PS 3553 .A655 E5 2013B
Publication Date: 2013
The worldwide bestseller, Ender's Game by Orson Scott Card comes to the screen at last in a major motion picture event in November 2013. Starring Hugo's Asa Butterfield, Harrison Ford, and Ben Kingsley, the movie is sure to inspire a new audience of fans to read the book that started it all.
Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who?
Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child.
Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game. Isn't it?
From Playgrounds to PlayStation by
Call Number: GV 1201.34 .P87 2015
Publication Date: 2015
In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, senior historian of technology Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play?
From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors―who often talk about "playing" at their work, as if motivated by the pure fun of invention―have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand.
Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play―from LEGOs and skateboards to beading kits and videogames.
Game Design Essentials by
Call Number: QA 76.76 .C672 M58 2012
Publication Date: 2012
The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing.
Teaches basic skill sets in the context of current systems, genres, and game-play styles
Demonstrates how to design for different sectors within gaming including console, PC, handheld, and mobile
Explores low-poly modeling for game play
Addresses character and prop animation, lighting and rendering, and environment design
Discusses the path from concept to product, including pre- and post-production
Includes real-world scenarios and interviews with key studio and industry professionals
With Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.
Getting Gamers by
Call Number: GV 1469.34 .P79 M33 2016
Publication Date: 2016
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it’s not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what’s happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them.
With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium’s success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that’s becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
The Island by
Call Number: PZ 7.1 .B7615 MIN 2017
Publication Date: 2017
Washed up on a beach, the lone castaway looks around the shore. Where am I? Who am I? And why is everything made of blocks? But there isn’t much time to soak up the sun. It’s getting dark, and there’s a strange new world to explore!
The top priority is finding food. The next is not becoming food. Because there are others out there on the island . . . like the horde of zombies that appear after night falls. Crafting a way out of this mess is a challenge like no other. Who could build a home while running from exploding creepers, armed skeletons, and an unstoppable tide of hot lava? Especially with no help except for a few makeshift tools and sage advice from an unlikely friend: a cow.
In this world, the rules don’t always make sense, but courage and creativity go a long way. There are forests to explore, hidden underground tunnels to loot, and undead mobs to defeat. Only then will the secrets of the island be revealed.