Attention Games

Download Attention Games PDF Online Free

Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118040511
Total Pages : 200 pages
Book Rating : 4.15/5 ( download)

DOWNLOAD NOW!


Book Synopsis Attention Games by : Barbara Sher

Download or read book Attention Games written by Barbara Sher and published by John Wiley & Sons. This book was released on 2010-12-17 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to focus children's attention, you first have to capture their interest. Attention Games is filled with interesting and child-tested activities that can help children of all ages become better at focusing and paying attention. By sharing the upbeat, joyful activities in Attention Games, you can enhance your child's intelligence, boost his confidence, increase his ability to concentrate on one thing for long periods, and show that you care. Developed by Barbara Sher—parent, teacher, play therapy specialist and pediatric occupational therapist—these activities are specially designed to encourage kids to expand their powers of attention in ways that will help them throughout their lives.

Video Games

Download Video Games PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1351235249
Total Pages : 318 pages
Book Rating : 4.42/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Games by : Nicholas David Bowman

Download or read book Video Games written by Nicholas David Bowman and published by Routledge. This book was released on 2018-07-16 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

“Pay Attention, Please!”, Ages 4 - 11

Download “Pay Attention, Please!”, Ages 4 - 11 PDF Online Free

Author :
Publisher : Key Education Publishing
ISBN 13 : 1602688869
Total Pages : 64 pages
Book Rating : 4.65/5 ( download)

DOWNLOAD NOW!


Book Synopsis “Pay Attention, Please!”, Ages 4 - 11 by : Sherrill B. Flora

Download or read book “Pay Attention, Please!”, Ages 4 - 11 written by Sherrill B. Flora and published by Key Education Publishing. This book was released on 2010-05-18 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help students in grades PK–5 work out their wiggles using "Pay Attention, Please!" This 64-page book helps students with ADHD and students who are otherwise wiggly and overly busy learn how to pay better attention and focus for longer periods of time. It includes games and activities that strengthen listening, concentration, visual, and auditory memory skills; assist students in learning relaxation techniques; provide students healthy ways to burn excess energy; and help students discover ways to control overstimulation and impulsivity.

Video Game Influences on Aggression, Cognition, and Attention

Download Video Game Influences on Aggression, Cognition, and Attention PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319954954
Total Pages : 203 pages
Book Rating : 4.50/5 ( download)

DOWNLOAD NOW!


Book Synopsis Video Game Influences on Aggression, Cognition, and Attention by : Christopher J. Ferguson

Download or read book Video Game Influences on Aggression, Cognition, and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Yoga Calm for Children

Download Yoga Calm for Children PDF Online Free

Author :
Publisher : Three Pebble Press, LLC
ISBN 13 : 0979928907
Total Pages : 183 pages
Book Rating : 4.01/5 ( download)

DOWNLOAD NOW!


Book Synopsis Yoga Calm for Children by : Lynea Gillen

Download or read book Yoga Calm for Children written by Lynea Gillen and published by Three Pebble Press, LLC. This book was released on 2008-09 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt: Yoga.

How to Beat A Woman at Her Own Games

Download How to Beat A Woman at Her Own Games PDF Online Free

Author :
Publisher : Page Publishing, Inc
ISBN 13 : 1645840794
Total Pages : 173 pages
Book Rating : 4.94/5 ( download)

DOWNLOAD NOW!


Book Synopsis How to Beat A Woman at Her Own Games by : Ralph Hemphill

Download or read book How to Beat A Woman at Her Own Games written by Ralph Hemphill and published by Page Publishing, Inc. This book was released on 2020-09-01 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today's world, much unlike the world of long ago, before the 1980s--where women probably and seemingly didn't play as many games and didn't scheme as much as the women of today--one can clearly see, witness, and attest to the ever-present and overwhelming amount of game playing and scheming ways of most of the females we know, know of, see, and interact with on a day-to-day basis. Most every man, at one point or some point in his life, has fallen victim to a game or scheme of a female whom he has either tried to get with or hook up with, and many guys get hit with games and schemes even with those that they are married to or in relationships with. Practically no man is exempt. We all at some point will find ourselves faced with a woman whose sole purpose is to either go for what's in our pockets or bank accounts, or to try to get us to do something for them for free or to get us to buy them stuff without them appreciating it and then turning around and buying us stuff too as well. That's a big part of the world we live in as far as men interacting with women, and the sole purpose of this book is to at least get guys to recognize when they are being played and to not fall for the simple games that women play twenty-four hours a day.

Game Analytics

Download Game Analytics PDF Online Free

Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1447147693
Total Pages : 800 pages
Book Rating : 4.95/5 ( download)

DOWNLOAD NOW!


Book Synopsis Game Analytics by : Magy Seif El-Nasr

Download or read book Game Analytics written by Magy Seif El-Nasr and published by Springer Science & Business Media. This book was released on 2013-03-30 with total page 800 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Everything Bad is Good for You

Download Everything Bad is Good for You PDF Online Free

Author :
Publisher : Penguin
ISBN 13 : 1101158018
Total Pages : 272 pages
Book Rating : 4.12/5 ( download)

DOWNLOAD NOW!


Book Synopsis Everything Bad is Good for You by : Steven Johnson

Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Cards

Download Cards PDF Online Free

Author :
Publisher :
ISBN 13 : 9780760608173
Total Pages : 25 pages
Book Rating : 4.72/5 ( download)

DOWNLOAD NOW!


Book Synopsis Cards by :

Download or read book Cards written by and published by . This book was released on 2008 with total page 25 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Gamer's Brain

Download The Gamer's Brain PDF Online Free

Author :
Publisher : CRC Press
ISBN 13 : 1351650769
Total Pages : 387 pages
Book Rating : 4.62/5 ( download)

DOWNLOAD NOW!


Book Synopsis The Gamer's Brain by : Celia Hodent

Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.