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Game Theory A Modeling Approach

GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

For many small businesses organisations clubs artists faith groups voluntary organisations/charities and sole traders applying the General Data Protection Regulation (GDPR) has been like playing a game of Snakes and Ladders. As soon as you move along the board and climb a ladder a snake appears which takes you right back to where you started. Conflicting advice abounds and there is nowhere for these individuals to go for simple answers all in one place. With the threat of fines seeming around every corner now more than ever is the time for smaller organisations to get to grips with GDPR so that they can demonstrate their compliance. GDPR: A Game of Snakes and Ladders is an easy to read reference tool which uses simple language in bite size easily signposted chapters. Adopting a no-nonsense approach the Regulation is explained so that organisations can comply with the minimum of fuss and deliver this compliance in the shortest timeframe without the need to resort to expensive consultants or additional staff. The book is supported by a variety of easy to follow case studies example documents and fact sheets. The author signposts warnings and important requirements (snakes) and hints and suggestions (ladders) and also provides a section on staff training and a Game of Snakes and Ladders training slide pack. Additional resources are available on the companion website. This user-friendly book written by a Data Protection Officer and business management specialist will help you understand the Regulation where it applies in your organisation and how to achieve compliance (and win at the compliance game). | GDPR: A Game of Snakes and Ladders How Small Businesses Can Win at the Compliance Game

GBP 31.99
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Building a Game Pitch How to Bottle Lightning

Building a Game Pitch How to Bottle Lightning

Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021) a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations including Mediatonic Epic Games and GDC this book will equip you with methodologies best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever the value and importance of lightning in a bottle pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –why didn’t I think of that!? As such this book will cover: How video game pitches can determine the success potential of a video game How to conceptualise unique and compelling ideas for a video game How to validate your ideas to better determine whether they are capable of becoming lightning in a bottle experiences –or even worth prototyping How to structure format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers students studying game design courses and start-up founders seeking investment. | Building a Game Pitch How to Bottle Lightning

GBP 32.99
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Cricket: A Political History of the Global Game 1945-2017

The Game Changer How Leading Organisations in Business and Sport Changed the Rules of the Game

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples including the differences between survival action-horror and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s Bendy and the Ink Machine and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series Joshua Bycer will go over the evolution of horror in video games and game design and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre anyone who wants to understand game design or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series. | Game Design Deep Dive: Horror

GBP 42.99
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Game Dev Stories Volume 2 More Interviews About Game Development and Culture

Game Design Tools Cognitive Psychological and Practical Approaches

The Multiplayer Classroom Game Plans

The Multiplayer Classroom Game Plans

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions collaborations between Lee Sheldon as writer/designer and subject matter experts in various fields. They are written to be accessible to anyone-designer educator or layperson-interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness Mandarin cybersecurity and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated often-suspenseful stories of how each game with its unique challenges thrills and spills was built. Lee Sheldon began his writing career in television as a writer-producer eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game the award-winning The Lion’s Song is currently on Steam. For the past two years he consulted on an escape room in a box funded by NASA that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel. | The Multiplayer Classroom Game Plans

GBP 39.99
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Game Audio Fundamentals An Introduction to the Theory Planning and Practice of Soundscape Creation for Games

Introduction to Game Analysis

Realist Paradigm of International Relations Power Systems and Game Theories

Principles of Game Audio and Sound Design Sound Design and Audio Implementation for Interactive and Immersive Media

Freelance Video Game Writing The Life & Business of the Digital Mercenary for Hire

Game AI Pro 360: Guide to Character Behavior

Game Design Deep Dive Role Playing Games

Game AI Pro 360: Guide to Movement and Pathfinding

Game-Based Pedagogy in Physical Education and Sports Designing Rich Learning Environments

Therapeutically Applied Role-Playing Games The Game to Grow Method

The Video Game Debate 2 Revisiting the Physical Social and Psychological Effects of Video Games

A History of Private Bill Legislation (2 Volume Set)

Game Audio Mixing Insights to Improve Your Mixing Performance

Music in the Role-Playing Game Heroes & Harmonies

Lessons in Play An Introduction to Combinatorial Game Theory Second Edition

The Mind-Game Film Distributed Agency Time Travel and Productive Pathology