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1970, Quantitative science paper, Volume 17., 17, [8]
GAMES is a Fortran IV program designed to simulate the activities of major sectors involved in the harvesting and marketing of renewable resorces. The sectors... 
resource management | computer programs | harvesting | simulation | mathematical models
Book
2008, 2nd ed., ISBN 9780240809748, xx, 470
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop... 
Design | Programming | Computer games | Computer graphics | Animation | Gaming | Games
Book
2012, Learning in doing, ISBN 9780521144520, xxi, 464
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it... 
Psychological aspects | Design | Video games | Study and teaching | Learning, Psychology of | Social aspects
Book
2014, 2nd edition., ISBN 1118877160, xii, 535 pages
Book
2009, ISBN 0123743281, xvii, 358
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of... 
Design | Programming | Human-computer interaction | Computer games | Animation | Gaming | Games | Programming. Computer games | Design. Human-computer interaction
Book
2013, Playful thinking series, ISBN 0262018969, viii, 141
In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in... 
Video games | Design and construction | Computer games | Game theory | Games | Hobbies, Quizzes & Games | Computing and Processing | General Topics for Engineers | Computer games - Design and construction
Book
2013, ISBN 9781623567286, xi, 388
"Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the... 
SOCIAL SCIENCE / Media Studies | Electronic games | Study and teaching | History | HISTORY / General | Simulation methods
Book
2015, ISBN 0321933168, xxxi, 908 pages
"This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both... 
Design | Video games | Three-dimensional display systems | Unity (Electronic resource) | Programming | Development | Application software | Computer games | C# (Computer program language)
Book
2015, ISBN 0262028514, 324
The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games... 
Psychological aspects | Play | Rules | Games | Sociology | Technology | Games - Rules - Psychological aspects
Book
2012, 1. Aufl., ISBN 0470597186, xi, 217
"Introduces a practical critical method for analyzing existing games and designing future games"-- 
Design | Video games | Computer games | Computing and Processing
Book
2006, ISBN 0262201631, 197
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers... 
Role playing | Internet games | Fantasy games | Social aspects
Book
2012, ISBN 026201713X, xv, 311
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits.. 
Game theory | Games | Design and construction | Games - Design and construction
Book
2015, ISBN 9781137525048, vii, 239 pages
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis... 
Design | Video games | Authorship | Storytelling | Narration (Rhetoric)
Book
02/2018, 1, ISBN 0203705238, 309
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making... 
Computer games | Multimedia | Sound for Media | Game Development | Games | Computer games-Programming-Vocational guidance
eBook
08/2008, ISBN 0123694965, 512
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic... 
Animation | Gaming | Games | Design | Computer games
eBook
2014, ISBN 0262322706, x, 217 pages
The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank... 
Design | Video games | New media art | Social aspects | Art Forms, Treatments & Subjects
Book
2016, Tech.edu : a Hopkins series on education and technology, ISBN 9781421419206, x, 270 pages
Book
2009, ISBN 9780262162579, xiii, 327
Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games... 
Internet games | Role playing | Communities | Community life | Social aspects | Fantasy games | Shared virtual environments
Book
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