Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.
introduction to game analysis
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An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
This advanced textbook covers the central topics in game theory and provides a strong basis from which readers can go on to more advanced topics. The subject matter is approached in a mathematically rigorous, yet lively and interesting way. New definitions and topics are motivated as thoroughly as possible. Coverage includes the idea of iterated Prisoner's Dilemma (super games) and challenging game-playing computer programs.
Steadily growing applications of game theory in modern science (including psychology, biology and economics) require sources to provide rapid access in both classical tools and recent developments to readers with diverse backgrounds. This book on game theory, its applications and mathematical methods, is written with this objective in mind. The book gives a concise but wide-ranging introduction to games including older (pre-game theory) party games and more recent topics like elections and evolutionary games and is generously spiced with excursions into philosophy, history, literature and politics. A distinguished feature is the clear separation of the text into two parts: elementary and advanced, which makes the book ideal for study at various levels. Part I displays basic ideas using no more than four arithmetic operations and requiring from the reader only some inclination to logical thinking. It can be used in a university degree course without any (or minimal) prerequisite in mathematics (say, in economics, business, systems biology), as well as for self-study by school teachers, social and natural scientists, businessmen or laymen. Part II is a rapid introduction to the mathematical methods of game theory, suitable for a mathematics degree course of various levels. It includes an advanced material not yet reflected in standard textbooks, providing links with the exciting modern developments in financial mathematics (rainbow option pricing), tropical mathematics, statistical physics (interacting particles) and discusses structural stability, multi-criteria differential games and turnpikes. To stimulate the mathematical and scientific imagination, graphics by a world-renowned mathematician and mathematics imaging artist, A T Fomenko, are used. The carefully selected works of this artist fit remarkably into the many ideas expressed in the book.
The objective of the third edition of Game Theory: A Nontechnical Introduction to the Analysis of Strategy is to introduce the ideas of game theory in a way that is approachable, intuitive, and interdisciplinary. Relying on the Karplus Learning Cycle, the book is intended to teach by example. Noncooperative equilibrium concepts such as Nash equilibrium play the central role. In this third edition, increased stress is placed on the concept of rationalizable strategies, which has proven in teaching practice to assist students in making the bridge from intuitive to more formal concepts of noncooperative equilibrium. The Instructor Manual and PowerPoint Slides for the book are available upon request for all instructors who adopt this book as a course text. Please send your request to [email protected]
Today's game players expect increasingly realistic interaction within games. "Introduction to Game AI" teaches readers who are new to game AI the skills they need through hands-on projects based on small, understandable games. While there are many books t
Shorter version of Markushevich's Theory of Functions of a Complex Variable, appropriate for advanced undergraduate and graduate courses in complex analysis. More than 300 problems, some with hints and answers. 1967 edition.
Praise for the Second Edition: "This is quite a well-done book: very tightly organized,better-than-average exposition, and numerous examples,illustrations, and applications." —Mathematical Reviews of the American MathematicalSociety An Introduction to Linear Programming and Game Theory, ThirdEdition presents a rigorous, yet accessible, introduction tothe theoretical concepts and computational techniques of linearprogramming and game theory. Now with more extensive modelingexercises and detailed integer programming examples, this bookuniquely illustrates how mathematics can be used in real-worldapplications in the social, life, and managerial sciences,providing readers with the opportunity to develop and apply theiranalytical abilities when solving realistic problems. This Third Edition addresses various new topics and improvementsin the field of mathematical programming, and it also presents twosoftware programs, LP Assistant and the Solver add-in for MicrosoftOffice Excel, for solving linear programming problems. LPAssistant, developed by coauthor Gerard Keough, allows readers toperform the basic steps of the algorithms provided in the book andis freely available via the book's related Web site. The use of thesensitivity analysis report and integer programming algorithm fromthe Solver add-in for Microsoft Office Excel is introduced soreaders can solve the book's linear and integer programmingproblems. A detailed appendix contains instructions for the use ofboth applications. Additional features of the Third Edition include: A discussion of sensitivity analysis for the two-variableproblem, along with new examples demonstrating integer programming,non-linear programming, and make vs. buy models Revised proofs and a discussion on the relevance and solution ofthe dual problem A section on developing an example in Data EnvelopmentAnalysis An outline of the proof of John Nash's theorem on the existenceof equilibrium strategy pairs for non-cooperative, non-zero-sumgames Providing a complete mathematical development of all presentedconcepts and examples, Introduction to Linear Programming andGame Theory, Third Edition is an ideal text for linearprogramming and mathematical modeling courses at theupper-undergraduate and graduate levels. It also serves as avaluable reference for professionals who use game theory inbusiness, economics, and management science.