Downloads & Free Reading Options - Results

Designing For Play by Barbara E. Hendricks

Read "Designing For Play" by Barbara E. Hendricks through these free online access and download options.

Search for Downloads

Search by Title or Author

Books Results

Source: The Internet Archive

The internet Archive Search Results

Available books for downloads and borrow from The internet Archive

1Designing For Play

By

“Designing For Play” Metadata:

  • Title: Designing For Play
  • Author:
  • Language: English

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 695.07 Mbs, the file-s for this book were downloaded 47 times, the file-s went public at Mon Sep 20 2021.

Available formats:
ACS Encrypted PDF - Cloth Cover Detection Log - DjVuTXT - Djvu XML - Dublin Core - EPUB - Item Tile - JPEG Thumb - JSON - LCP Encrypted EPUB - LCP Encrypted PDF - Log - MARC - MARC Binary - Metadata - OCR Page Index - OCR Search Text - PNG - Page Numbers JSON - Scandata - Single Page Original JP2 Tar - Single Page Processed JP2 ZIP - Text PDF - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Designing For Play at online marketplaces:


2Designing For Bodily Play Experiences Based On Danish

conway game playing the

“Designing For Bodily Play Experiences Based On Danish” Metadata:

  • Title: ➤  Designing For Bodily Play Experiences Based On Danish
  • Language: English

“Designing For Bodily Play Experiences Based On Danish” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 15.31 Mbs, the file-s for this book were downloaded 52 times, the file-s went public at Fri Feb 10 2023.

Available formats:
Archive BitTorrent - DjVuTXT - Djvu XML - Item Tile - Metadata - OCR Page Index - OCR Search Text - Page Numbers JSON - Scandata - Single Page Processed JP2 ZIP - Text PDF - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Designing For Bodily Play Experiences Based On Danish at online marketplaces:


3Casual Game Design : Designing Play For The Gamer In All Of Us

By

conway game playing the

“Casual Game Design : Designing Play For The Gamer In All Of Us” Metadata:

  • Title: ➤  Casual Game Design : Designing Play For The Gamer In All Of Us
  • Author:
  • Language: English

“Casual Game Design : Designing Play For The Gamer In All Of Us” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 786.67 Mbs, the file-s for this book were downloaded 164 times, the file-s went public at Mon Apr 25 2022.

Available formats:
ACS Encrypted PDF - AVIF Thumbnails ZIP - Cloth Cover Detection Log - DjVuTXT - Djvu XML - Dublin Core - EPUB - Item Tile - JPEG Thumb - JSON - LCP Encrypted EPUB - LCP Encrypted PDF - Log - MARC - MARC Binary - Metadata - OCR Page Index - OCR Search Text - PNG - Page Numbers JSON - RePublisher Final Processing Log - RePublisher Initial Processing Log - Scandata - Single Page Original JP2 Tar - Single Page Processed JP2 ZIP - Text PDF - Title Page Detection Log - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Casual Game Design : Designing Play For The Gamer In All Of Us at online marketplaces:


4Designing For Children - Play And Learn

By

Play has been recognised as one of the most significant activities in childhood, playing a critical role in the development of children. While play manifests in different forms as the child grows, its definition remains elusive, often being seen as a uni-dimensional concept in the past. A contemporary definition of play does not simply look at the absence or presence of play but rather looks at a continuum or gradability using the handle of ‘playfulness’, such that an activity could be more or less playful depending on a set of dispositional characteristics which are present like intrinsic motivation, non-literality, means v/s ends, active engagement, positive affect, etc. Moreover, recent definitions have conceptualized playfulness as a dynamic entity which is dependent on the context . Thus, understanding playfulness as context-dependent and multi-dimensional, allows for the possibility of design interventions to increase the playfulness in an activity/artefact. Having been extensively studied from a long time, there are a plethora of play theories and classifications. Some of these selected theories and classifications are briefly discussed below, which are interesting from the point of view of using them in design applications.

“Designing For Children - Play And Learn” Metadata:

  • Title: ➤  Designing For Children - Play And Learn
  • Author:
  • Language: English

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 11.13 Mbs, the file-s for this book were downloaded 19 times, the file-s went public at Tue Apr 16 2024.

Available formats:
Archive BitTorrent - DjVuTXT - Djvu XML - Item Tile - Metadata - OCR Page Index - OCR Search Text - Page Numbers JSON - Scandata - Single Page Processed JP2 ZIP - Text PDF - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Designing For Children - Play And Learn at online marketplaces:


5Family Garden : Designing A Garden For Relaxation, Entertaining And Play

By

Play has been recognised as one of the most significant activities in childhood, playing a critical role in the development of children. While play manifests in different forms as the child grows, its definition remains elusive, often being seen as a uni-dimensional concept in the past. A contemporary definition of play does not simply look at the absence or presence of play but rather looks at a continuum or gradability using the handle of ‘playfulness’, such that an activity could be more or less playful depending on a set of dispositional characteristics which are present like intrinsic motivation, non-literality, means v/s ends, active engagement, positive affect, etc. Moreover, recent definitions have conceptualized playfulness as a dynamic entity which is dependent on the context . Thus, understanding playfulness as context-dependent and multi-dimensional, allows for the possibility of design interventions to increase the playfulness in an activity/artefact. Having been extensively studied from a long time, there are a plethora of play theories and classifications. Some of these selected theories and classifications are briefly discussed below, which are interesting from the point of view of using them in design applications.

“Family Garden : Designing A Garden For Relaxation, Entertaining And Play” Metadata:

  • Title: ➤  Family Garden : Designing A Garden For Relaxation, Entertaining And Play
  • Author:
  • Language: English

“Family Garden : Designing A Garden For Relaxation, Entertaining And Play” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 396.36 Mbs, the file-s for this book were downloaded 21 times, the file-s went public at Sat Jul 17 2021.

Available formats:
ACS Encrypted PDF - Cloth Cover Detection Log - DjVuTXT - Djvu XML - Dublin Core - EPUB - Item Tile - JPEG Thumb - JSON - LCP Encrypted EPUB - LCP Encrypted PDF - Log - MARC - MARC Binary - Metadata - OCR Page Index - OCR Search Text - PNG - Page Numbers JSON - Scandata - Single Page Original JP2 Tar - Single Page Processed JP2 ZIP - Text PDF - Title Page Detection Log - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Family Garden : Designing A Garden For Relaxation, Entertaining And Play at online marketplaces:


6GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"

Building a game that people play for years is no simple task and has no magic formula. However, in this session, Clash of Clans developer, Jonas Collaros, takes an insider's look at the hit game's development history and asks: what lessons can Clash teach? The mobile, free-to-play marketplace is rife with challenges, even for veteran developers, but, Jonas explains, perhaps the greatest challenge is maintaining a focus on essentials. A project's essential needs change again and again, especially over the span of years. Exploring the "three eras" of Clash development, Jonas reveals the specific needs, challenges, and pitfalls they encountered along the way. Clash developers value a critical eye towards essential needs, eschewing project roadmaps in favor of simply playing the game and focusing relentlessly on "what matters most." This focused development, by extension, is what Jonas claims has resulted in a game that keeps the interest of players year after year.

“GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"” Metadata:

  • Title: ➤  GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"
  • Language: English

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 590.65 Mbs, the file-s for this book were downloaded 280 times, the file-s went public at Fri Jun 19 2015.

Available formats:
Abbyy GZ - Animated GIF - Archive BitTorrent - Djvu XML - Item Tile - MPEG4 - Metadata - Ogg Video - Single Page Processed JP2 ZIP - Text PDF - Thumbnail -

Related Links:

Online Marketplaces

Find GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years" at online marketplaces:


7ERIC ED662170: Towards Designing Technology For Classroom Role-Play

By

Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology limit the very interactions that make this technique successful. For example, digital roleplay games often engage individual students at a computer, rather than creating rich social interactions among students. In order to design interactions that better support the core aspects of classroom role-play, we conducted interviews with teachers; we also interviewed role-play gamers to discover how traditional RPG techniques and technology can be used to enhance classroom role-play. In this paper we 1) explore the reasons instructors choose role-play for learning, such as giving students practice opportunities; 2) identify barriers to instructors using classroom role-play activities, such as time constraints and student discomfort; 3) report issues around integrating technology, such as the benefit of reducing cognitive load and the threat of distraction; and 4) highlight two areas where insights from role-playing games can inform the design of interactive learning systems for classroom role-play: by providing methods for emphasizing "group success" over individual achievement and by preserving the "spirit of the experience." [This paper was published in: "CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in Play," ACM, 2017, pp. 241-251.]

“ERIC ED662170: Towards Designing Technology For Classroom Role-Play” Metadata:

  • Title: ➤  ERIC ED662170: Towards Designing Technology For Classroom Role-Play
  • Author:
  • Language: English

“ERIC ED662170: Towards Designing Technology For Classroom Role-Play” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 13.91 Mbs, the file-s for this book were downloaded 24 times, the file-s went public at Sun Jan 26 2025.

Available formats:
Archive BitTorrent - DjVuTXT - Djvu XML - Item Tile - Metadata - OCR Page Index - OCR Search Text - Page Numbers JSON - Scandata - Single Page Processed JP2 ZIP - Text PDF - chOCR - hOCR -

Related Links:

Online Marketplaces

Find ERIC ED662170: Towards Designing Technology For Classroom Role-Play at online marketplaces:


8GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"

Building a game that people play for years is no simple task and has no magic formula. However, in this session, Clash of Clans developer, Jonas Collaros, takes an insider's look at the hit game's development history and asks: what lessons can Clash teach? The mobile, free-to-play marketplace is rife with challenges, even for veteran developers, but, Jonas explains, perhaps the greatest challenge is maintaining a focus on essentials. A project's essential needs change again and again, especially over the span of years. Exploring the "three eras" of Clash development, Jonas reveals the specific needs, challenges, and pitfalls they encountered along the way. Clash developers value a critical eye towards essential needs, eschewing project roadmaps in favor of simply playing the game and focusing relentlessly on "what matters most." This focused development, by extension, is what Jonas claims has resulted in a game that keeps the interest of players year after year.

“GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"” Metadata:

  • Title: ➤  GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years"

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 590.39 Mbs, the file-s for this book were downloaded 158 times, the file-s went public at Fri Oct 21 2016.

Available formats:
Abbyy GZ - Archive BitTorrent - DjVuTXT - Djvu XML - Item Tile - MPEG4 - Metadata - Ogg Video - Scandata - Single Page Processed JP2 ZIP - Text PDF - Thumbnail -

Related Links:

Online Marketplaces

Find GDC 2015: Jonas Collaros - "Clash Of Clans: Designing Games That People Will Play For Years" at online marketplaces:


9ERIC ED500156: Black Blizzard: Designing Role-Play Simulations For Education

By

This paper outlines and analyses some key design issues we encountered in the process of creating an online role-play simulation (RPS) for a course targeting personnel involved in crisis management. Titled "Black Blizzard" the RPS aims to enable an exploration of typical issues and problems that arise in cross and multi-cultural international collaboration. Focusing on the basic structure of games and on aspects that make good games engaging the paper compares the issues that arose in designing the structure of this RPS with other RPS designs. It then outlines some practical suggestions and theoretical conclusions to help teachers design online role-play simulations that are in harmony with educational objectives while simultaneously deploying good game-play design principles that make it engaging for students.

“ERIC ED500156: Black Blizzard: Designing Role-Play Simulations For Education” Metadata:

  • Title: ➤  ERIC ED500156: Black Blizzard: Designing Role-Play Simulations For Education
  • Author:
  • Language: English

“ERIC ED500156: Black Blizzard: Designing Role-Play Simulations For Education” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 5.38 Mbs, the file-s for this book were downloaded 68 times, the file-s went public at Wed Jan 27 2016.

Available formats:
Abbyy GZ - Animated GIF - Archive BitTorrent - DjVu - DjVuTXT - Djvu XML - Item Tile - Metadata - Scandata - Single Page Processed JP2 ZIP - Text PDF -

Related Links:

Online Marketplaces

Find ERIC ED500156: Black Blizzard: Designing Role-Play Simulations For Education at online marketplaces:


10Planet Play: Designing An Educational Game For Children To Promote Environmental Awareness; For The Degree Of Master Of Design: Visual Communication Design

By

This paper outlines and analyses some key design issues we encountered in the process of creating an online role-play simulation (RPS) for a course targeting personnel involved in crisis management. Titled "Black Blizzard" the RPS aims to enable an exploration of typical issues and problems that arise in cross and multi-cultural international collaboration. Focusing on the basic structure of games and on aspects that make good games engaging the paper compares the issues that arose in designing the structure of this RPS with other RPS designs. It then outlines some practical suggestions and theoretical conclusions to help teachers design online role-play simulations that are in harmony with educational objectives while simultaneously deploying good game-play design principles that make it engaging for students.

“Planet Play: Designing An Educational Game For Children To Promote Environmental Awareness; For The Degree Of Master Of Design: Visual Communication Design” Metadata:

  • Title: ➤  Planet Play: Designing An Educational Game For Children To Promote Environmental Awareness; For The Degree Of Master Of Design: Visual Communication Design
  • Author:
  • Language: English

“Planet Play: Designing An Educational Game For Children To Promote Environmental Awareness; For The Degree Of Master Of Design: Visual Communication Design” Subjects and Themes:

Edition Identifiers:

Downloads Information:

The book is available for download in "texts" format, the size of the file-s is: 444.17 Mbs, the file-s for this book were downloaded 50 times, the file-s went public at Wed Dec 06 2023.

Available formats:
Archive BitTorrent - Cloth Cover Detection Log - DjVuTXT - Djvu XML - Dublin Core - Item Tile - Log - MARC - MARC Binary - MARC Source - Metadata - OCR Page Index - OCR Search Text - Page Numbers JSON - RePublisher Final Processing Log - RePublisher Initial Processing Log - Scandata - Single Page Original JP2 Tar - Single Page Processed JP2 ZIP - Text PDF - Title Page Detection Log - chOCR - hOCR -

Related Links:

Online Marketplaces

Find Planet Play: Designing An Educational Game For Children To Promote Environmental Awareness; For The Degree Of Master Of Design: Visual Communication Design at online marketplaces:


Buy “Designing For Play” online:

Shop for “Designing For Play” on popular online marketplaces.