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Video Games

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  1. Become a Video Game Designer - Offers useful excerpts from a guide on how to become a video games designer. www.fabjob.com Mama
  2. Creating Characters with Personality- For Film, TV, Animation, Video Games, and Graphic Novels
    Cover of ISBN 0823023494Creating Characters with Personality
    For Film, TV, Animation, Video Games, and Graphic Novels:
    • Book by Tom Bancroft.
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  11. What Video Games Have to Teach Us About Learning and Literacy
    • Book by James Paul Gee.
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  14. Mobile Suit Arsenal - Featuring hand-drawn portraits of MS/MA from the One Year War era, plus reviews on Gundam video games and help screens for Giren's Greed: Blood of Zeon. www.boren.org Mama
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  27. Violent Video Games Produce Violent Behavior - Violent video games such as Doom can increase aggression in the real world. mentalhealth.about.com Mama
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  29. Pokemon Gold and Silver Official Strategy Guide (Video Game Books)
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Creating Characters with Personality- For Film, TV, Animation, Video Games, and Graphic Novels

Cover of ISBN 0823023494Creating Characters with Personality
For Film, TV, Animation, Video Games, and Graphic Novels:
Book by Tom Bancroft. Watson-Guptill Publications 160 pages Paperback Published 2006-02. Description: • Character design is the key in many industries—and they're all covered in this book

• Practical step-by-step exercises

• Contributors include Glen Keane, Supervising Animator, Disney

From Snow White to Shrek, from Fred Flintstone to [SpongeBob]Create? Square-Pants, the design of a character conveys personality before a single word of dialogue is spoken. Creating Characters with Personality shows artists how to create a distinctive character, then place that character in context with a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulan—plus big-name experts in film, TV, video games, and graphic novels—make a complex subject accessible to every artist.

      • Review:: 'Excelent resource There are few books that tackle the art of character design. This book does so in an informative and fun way. This book addresses the most important part of any art and design which is the "process". It also hosts a few cameos from renowned illustrators who are practicing succesfully in the field. Well done. From another artist I am highly recomending this book..
      • Review:: 'Really Shocked By This Book! I've been a professional Illustrator for 4 years now, and before then an avid student of art. But during all that time, I've bought piles and piles of "How To Draw" books, namely by Christopher Hart. I was in the book store one day and saw this one and almost just bi-passed it as just another amaturise attempt at trying to make a "How to Draw Cartoon" book, the cover being the main turn-off. In my 8+ years of buying these types of books, this is the first time I was simply astonished by what they were presenting; MOVEMENT! It is rare that anyone write's these books with any mention on how an artist can try to achieve a sense of force and movement, and that is why I so highly recommend this book. The incoporation of how to apply the knowledge to comic book work was also great, not to mention the fact that Tom Bancroft also had the "Assignements" in the book which gives you a real look into what can go into creating charachters. From novice to seasoned professional, this truley is a great book!
      • Review:: 'Stoph Strong book. This will give you the foundation you need if you are looking to get into the design of characters. Covers all the points necessary to give your characters life. Very handy book to have around. One of the only commercially available books on the subject.
      • Review:: 'ds What a fun and exciting view of character creation. Excellent for ideas and a step-by-step process.
      • Review:: 'great great book! A great book and a great learning tool! I reconmend this book for pros and hackers alike. The examples are great and easy to understand and the book is a good read too! Simply a must for any cartoonist/artist in any field of illustration. A good companion with animation books like "Animate the Looney Tunes way" or the Preson Blair series on animation.

What Video Games Have to Teach Us About Learning and Literacy

Book by James Paul Gee. Palgrave Macmillan 240 pages Paperback Published 2004-05-07. Description: One of America's most well-respected professors of education looks at the good that can come from playing video games-even violent ones. James Paul Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blast away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities, from how individuals develop a sense of identity, to how one grasps meaning, picks a role model, or perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive application it has for learning.
      • Review:: 'we aren't all videots This a remarkably approachable book despite being written by an academic. Mr. Gee does an excellent job of exploring the role of video games in the lives of contemporary people. He explains succinctly how learning principles from video games can be applied to learning. I particularly appreciated his discourse on literacy and explanation of semiotic domains and where video games falls into these domains. Certainly this book provided me many ideas on aspecting and identity and how mutable these concepts are for people, particularly through an interactive medium such as video games. Still he seems to only apply these learning skills to hard sciences, which reveals a tendency of soft science academics trying to find validity by likening their work to hard science. The fact is soft science academia and the humanities is not and never will be hard science...while applying some of the examples to hard science is necessary it'd be nice to see how these principles apply to the humanities and soft sciences. four out of five stars
      • Review:: 'A Must I think this is the best book till now in this specific game culture subjetc. There is no recipe in here, but there are lots of ingredients for game designers and educators can understand about this specific top. The author have gaming experience, what is very important in writing about this, and a good theorical approach. If you are a game designer, educator or researcher, this book is a must.
      • Review:: 'I bought it for my class This is one of many required books for my class on Applied Simulation. I did not like the book. I thought the author was a "windbag". If you must buy it get a used version. A better book to read is definitely Jared Diamond's " Guns, Germs and Steel" Excellent! and "Hamlet on the Holodeck: The Future of Narrative in Cyberspace" by Janet H. Murray
      • Review:: 'No practical value If you are looking for practical principles that you can apply to teaching or creating educational software don't bother looking in this book unless you think principles like the following, #30 in the book, has practical value: "Learning is set up in such a way that learners come to think consciously and reflectively about some of their cultural models regarding the world, without denigration of their identities, abilities, or social affiliations, and juxtapose them to new models that may conflict with or otherwise relate to them in various ways." The other 35 principles aren't any better.
      • Review:: 'A complete farce This book is a complete farce. Gee, trained as a theoretical linguist, is clearly treading in foreign territory, attempting to theorize about a phenomenon that he can barely even grasp. Of course video games are "learning machines" that must be able to teach gameplay in order to succeed. Of course video games qualify as "semiotic domains," and that some cognitive skills are practiced in their mastery. But there is no evidence to support Gee's jump to conclude that the practice and mastery of the semiotic domains of video games has anything to do with the practice and mastery of complex academic semiotic domains. Video games represent a good model for learning insofar as learning is successfully integrated with reward, but there is no reason to believe that more substantive forms of learning could possibly mimic these rapid-fire reward structures. If anything, the near-constant adrenaline rushes of video game "learning" are likely at complete odds with most other forms of learning, and certainly with reading, which cannot possibly provide this form of stimulation. Gee has become a patriarch of sorts to the legions of gamers and game developers who long for an intellectual justification for their algorithmic addictions. Read this book if you are interested, but try to remain critical. The temptation to believe may be great, but the man's logic simply doesn't add up.

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