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The Future of Work: Challenges and Prospects for Organisations, Jobs and Workers (Palgrave Studies in Digital Business & Enabling Technologies)
by Theo Lynn Pierangelo Rosati Lisa van der Werff Edel ConwayThe COVID-19 pandemic accelerated the adoption of new forms of working and new working arrangements largely enabled by technology. The Future of Work is a projection of how work, working, workers and the workplace will evolve in the years ahead from the perspective of different actors in society, influenced by technological, socio-economic, political, and demographic changes.This open access book is a timely exploration of some of the challenges and prospects for the future of work from two main perspectives: how work is changing and how to prepare for work in the future. An evidence-based assessment of these topics offers some critical perspectives that challenge old assumptions and opens up emerging trends and possibilities for work in the future. As part of the Palgrave Studies in Digital Business & Enabling Technologies series, this book is an essential resource for academics of Business, Human Resource Management, Organisational Psychology and Industrial Relations, as well as practitioners and policy makers.
The Future of the Artificial Mind
by Pietro Perconti Alessio PlebeThe Future of the Artificial Mind is about the social and technological challenges posed by the new wave of artificial intelligence, both from a technical and a cognitive perspective. Deep neural networks have brought about tremendous technological improvements. This renaissance in artificial intelligence, after decades of stagnation, has enabled new technologies capable of surpassing human performance, as in the case of visual recognition. The book reviews the key ideas that have enabled these goals to be achieved and their historical origins. The book also considers some of the ethical and social challenges that the future development of artificial intelligence will face. Will humans fall in love with future android dolls? What will artificial sex be like? And what will it be like to travel in cars that will treat us as passengers instead of drivers? But predicting the future appears more magic than science. But when it comes to artificial intelligence, it is a constant temptation. Since it is well known that "the only way to get rid of a temptation is to enjoy it!", the hypothesis considered in the last chapter is that emerging trends point to a near future in which intelligence will be ubiquitous, but it will be difficult to identify its bearer. We may be heading towards an era of widespread intelligence, but an intelligence without accountability.
The Future of the Global Financial System: Downfall or Harmony (Lecture Notes in Networks and Systems #57)
by Elena G. PopkovaThis book gathers the best papers presented at the conference “The Future of the Global Financial System: Downfall or Harmony”, which took place in Limassol, Cyprus on April 13-14, 2018. Organized by the Institute of Scientific Communications (Volgograd, Russia), the conference chiefly focused on reassessing the role and meaning of the global financial system in the modern global economy in light of the crisis that began in 2008 and can still be observed in many countries, and on developing conceptual and applied recommendations on spurring the development of the global financial system. All works underwent peer-review and conform to strict criteria, including a high level of originality (more than 90%), elements of scientific novelty, contribution to the development of economic science, and broad possibilities for practical application. The target audience of this scientific work includes postgraduates, lecturers at higher educational establishments, and researchers studying the modern global financial system. Based on the authors’ conclusions and results, readers will be equipped to pursue their own scientific research. The topics addressed include (but are not limited to) the following issues, which are interesting for modern economic science and practice: financial globalization, the role of finances in the global economy, perspectives of transition in the financial system from part of the infrastructure to a new vector of development in the global economy in the 21st century, reasons for the crisis of the modern financial system and ways of overcoming it, problems and perspectives regarding the harmonization of the global financial system, and scenarios of development for the global financial system. The content is divided into the following parts: development of financial systems at the micro-, meso- and macro-levels, financial infrastructure of the modern economy, legal issues of development of the modern financial system, and management of the global financial system.
The Future of the Self: An Interdisciplinary Approach to Personhood and Identity in the Digital Age
by Jay FriedenbergWe live in the digital age where our sense of self and identity has moved beyond the body to encompass hardware and software. Cyborgs, online representations in social media, avatars, and virtual reality extend our notion of what it means to be human. This book looks at the progression of self from the biological to the technological using a multidisciplinary approach. It examines the notion of personhood from philosophical, psychological, neuroscience, robotics, and artificial intelligence perspectives, showing how the interface between bodies, brains, and technology can give rise to new forms of human identity. Jay Friedenberg presents the content in an organized and easy-to-understand fashion to facilitate learning. A gifted researcher, author, and classroom teacher, he is one of the most influential voices in the field of artificial psychology.
The Future: How to Succeed in a Digital Reality (Future of Business and Finance)
by Claus SneppenThe redefined meaning of the office workplace for knowledge workers that is currently taking place impacts all workplace actors to different extents. There is no exact formula or framework for a successful hybrid working life, thus society cannot anticipate the future of the hybrid office workplaces and work life will look like for office work. This means that workplaces need to continuously alter and evolved their workplace models. This book provides workers and managers with a nuanced understanding of the changes that have been realized, are nearing realization, or will drive the transformation of the hybrid workplace going forward. It offers recommendations and a framework to assist organizations to develop optimal hybrid workplace models, focusing on major trends and component shaping this evolution.
The Fuzzy and the Techie: Why the Liberal Arts Will Rule the Digital World
by Scott Hartley&“Artfully explains why it is time for us to get over the false division between the human and the technical.&”—Tim Brown, CEO of IDEO and author of Change by Design Scott Hartley first heard the terms fuzzy and techie while studying political science at Stanford University. If you majored in humanities or social sciences, you were a fuzzy. If you majored in computer or hard sciences, you were a techie. While Silicon Valley is generally considered a techie stronghold, the founders of companies like Airbnb, Pinterest, Slack, LinkedIn, PayPal, Stitch Fix, Reddit, and others are all fuzzies—in other words, people with backgrounds in the liberal arts. In this brilliantly counterintuitive book, Hartley shatters assumptions about business and education today: learning to code is not enough. The soft skills—curiosity, communication, and collaboration, along with an understanding of psychology and society&’s gravest problems—are central to why technology has value. Fuzzies are the instrumental stewards of robots, artificial intelligence, and machine learning. They offer a human touch that is of equal—if not greater—importance in our technology-led world than what most techies can provide. For anyone doubting whether a well-rounded liberal arts education is practical in today&’s world, Hartley&’s work will come as an inspiring revelation. Finalist for the 2016 Financial Times/McKinsey Bracken Bower Prize and A Financial Times Business Book of the Month
The GDPR Challenge: Privacy, Technology, and Compliance in an Age of Accelerating Change
by Amie TaalConsent is necessary for collecting, processing and transferring Personal Identifiable Information (PII) and sensitive personal data. But to what extent? What are the limitations and restricts to avoid penalties under The General Data Protection Regulation 2018 (GDPR) rules, which may be up to 4% of annual global turnover or €20 million (whichever is higher), enforcements and sanctions? Under GDPR Article 51, each EU Member State shall maintain an independent public authority to be responsible for monitoring the application of this regulation to protect the fundamental rights of data subjects (Supervisory Authority). The Supervisory Authority has powers to issue warnings, conduct audits, recommend remediation, order erasure of data and suspend data transfers to a third country.GDPR has changed the way data is used, accessed and stored. It's reach extends well beyond the European Union and is the basis of other data privacy laws around the world.This book provides a review and guidance on implementing and compliance of GDPR while taking advantage of technology innovations and supported by real-life examples. The book shows the wide scope of applications to protect data privacy while taking advantage of processes and techniques in various fields such as eDiscovery, Cyber Insurance, Virtual-based Intelligence, Information Security, Cyber Security, Information Governance, Blockchain and Biometric technologies and techniques.
The GDPR Handbook: A Guide to Implementing the EU General Data Protection Regulation
by Ardi KolahThe GDPR Handbook is a thorough introduction to the EU General Data Protection Regulation. It covers in detail how companies of all sizes need to operate within the GDPR requirements and how to deal with information security and risk, and specifically addresses the key duties and responsibilities of the Data Protection Officer.Using the latest research, this book will help Data Protection Officers and businesses carry out Data Protection Impact Assessments, create and enforce data protection policies, train staff and manage data protection teams. The GDPR Handbook is the ultimate, jargon-free guide for any company or organization to interpret GDPR into clear, actionable steps.
The GENI Book
by Rick Mcgeer Mark Berman Chip Elliott Robert RicciThis book, edited by four of the leaders of the National Science Foundation's Global Environment and Network Innovations (GENI) project, gives the reader a tour of the history, architecture, future, and applications of GENI. Built over the past decade by hundreds of leading computer scientists and engineers, GENI is a nationwide network used daily by thousands of computer scientists to explore the next Cloud and Internet and the applications and services they enable, which will transform our communities and our lives. Since by design it runs on existing computing and networking equipment and over the standard commodity Internet, it is poised for explosive growth and transformational impact over the next five years. Over 70 of the builders of GENI have contributed to present its development, architecture, and implementation, both as a standalone US project and as a federated peer with similar projects worldwide, forming the core of a worldwide network. Applications and services enabled by GENI, from smarter cities to intensive collaboration to immersive education, are discussed. The book also explores the concepts and technologies that transform the Internet from a shared transport network to a collection of "slices" -- private, on-the-fly application-specific nationwide networks with guarantees of privacy and responsiveness. The reader will learn the motivation for building GENI and the experience of its precursor infrastructures, the architecture and implementation of the GENI infrastructure, its deployment across the United States and worldwide, the new network applications and services enabled by and running on the GENI infrastructure, and its international collaborations and extensions. This book is useful for academics in the networking and distributed systems areas, Chief Information Officers in the academic, private, and government sectors, and network and information architects.
The GETMe Mesh Smoothing Framework: A Geometric Way to Quality Finite Element Meshes
by Joachim Wipper Dimitris VartziotisHigh quality meshes play a key role in many applications based on digital modeling and simulation. The finite element method is a paragon for such an approach and it is well known that quality meshes can significantly improve computational efficiency and solution accuracy of this method. Therefore, a lot of effort has been put in methods for improving mesh quality. These range from simple geometric approaches, like Laplacian smoothing, with a high computational efficiency but possible low resulting mesh quality, to global optimization-based methods, resulting in an excellent mesh quality at the cost of an increased computational and implementational complexity. <P><P>The geometric element transformation method (GETMe) aims to fill the gap between these two approaches. It is based on geometric mesh element transformations, which iteratively transform polygonal and polyhedral elements into their regular counterparts or into elements with a prescribed shape. GETMe combines a Laplacian smoothing-like computational efficiency with a global optimization-like effectiveness. The method is straightforward to implement and its variants can also be used to improve tangled and anisotropic meshes. <P><P>This book describes the mathematical theory of geometric element transformations as foundation for mesh smoothing. It gives a thorough introduction to GETMe-based mesh smoothing and its algorithms providing a framework to focus on effectively improving key mesh quality aspects. It addresses the improvement of planar, surface, volumetric, mixed, isotropic, and anisotropic meshes and addresses aspects of combining mesh smoothing with topological mesh modification. <P><P>The advantages of GETMe-based mesh smoothing are demonstrated by the example of various numerical tests. These include smoothing of real world meshes from engineering applications as well as smoothing of synthetic meshes for demonstrating key aspects of GETMe-based mesh improvement. Results are compared with those of other smoothing methods in terms of runtime behavior, mesh quality, and resulting finite element solution efficiency and accuracy. <P><P>Features: <li>Helps to improve finite element mesh quality by applying geometry-driven mesh smoothing approaches. <li>Supports the reader in understanding and implementing GETMe-based mesh smoothing. <li>Discusses aspects and properties of GETMe smoothing variants and thus provides guidance for choosing the appropriate mesh improvement algorithm. <li>Addresses smoothing of various mesh types: planar, surface, volumetric, isotropic, anisotropic, non-mixed, and mixed. <li>Provides and analyzes geometric element transformations for polygonal and polyhedral elements with regular and non-regular limits. <li>Includes a broad range of numerical examples and compares results with those of other smoothing methods.
The GLOBAL Optimization Algorithm: Newly Updated With Java Implementation And Parallelization (SpringerBriefs in Optimization)
by Balázs Bánhelyi Tibor Csendes Balázs Lévai László Pál Dániel ZomboriThis book explores the updated version of the GLOBAL algorithm which contains improvements for a local search algorithm and new Java implementations. Efficiency comparisons to earlier versions and on the increased speed achieved by the parallelization, are detailed. Examples are provided for students as well as researchers and practitioners in optimization, operations research, and mathematics to compose their own scripts with ease. A GLOBAL manual is presented in the appendix to assist new users with modules and test functions. GLOBAL is a successful stochastic multistart global optimization algorithm that has passed several computational tests, and is efficient and reliable for small to medium dimensional global optimization problems. The algorithm uses clustering to ensure efficiency and is modular in regard to the two local search methods it starts with, but it can also easily apply other local techniques. The strength of this algorithm lies in its reliability and adaptive algorithm parameters. The GLOBAL algorithm is free to download also in the earlier Fortran, C, and MATLAB implementations.
The GNU Make Book
by John Graham-Cumming<P>GNU make is the most widely used build automation tool, but it can be challenging to master and its terse language can be tough to parse for even experienced programmers. Those who run into difficulties face a long, involved struggle, often leaving unsolved problems behind and GNU make's vast potential untapped. <P>The GNU Make Book demystifies GNU make and shows you how to use its best features. You'll find a fast, thorough rundown of the basics of variables, rules, targets, and makefiles. Learn how to fix wastefully long build times and other common problems, and gain insight into more advanced capabilities, such as complex pattern rules. With this utterly pragmatic manual and cookbook, you'll make rapid progress toward becoming a more effective user. <P>You'll also learn how to: <br>–Master user-defined functions, variables, and path handling <br>–Weigh the pitfalls and advantages of GNU make parallelization <br>–Handle automatic dependency generation, rebuilding, and non-recursive make <br>–Modify the GNU make source and take advantage of the GNU Make Standard Library <br>–Create makefile assertions and debug makefiles <P>GNU make is known for being tricky to use, but it doesn't have to be. If you’re looking for a deeper understanding of this indispensable tool, you'll find The GNU Make Book to be an indispensable guide.
The Galactic Goal (Geronimo Stilton Spacemice #4)
by Geronimo StiltonGeronimo Stilton meets outer space in this cosmically fun spin-off series!The spacemice have received an invitation to participate in the intergalactic soccerix championship. It's a tournament for the most popular sport in space! But Geronimo doesn't even know how to play soccerix, let alone lead a team to victory against aliens with bizarre skills (like flying)! Can the spacemice team prevail?
The Gambler and the Scholars: Herbert Yardley, William & Elizebeth Friedman, and the Birth of Modern American Cryptology (History of Computing)
by John F. DooleyIn May 1917, William and Elizebeth Friedman were asked by the U.S. Army to begin training officers in cryptanalysis and to decrypt intercepted German diplomatic and military communications. In June 1917, Herbert Yardley convinced the new head of the Army’s Military Intelligence Division to create a code and cipher section for the Army with himself as its head. These two seminal events were the beginning of modern American cryptology, the growth of which culminated 35 years later with the creation of the National Security Agency. Each running their own cryptologic agencies in the 1920s, the Friedman-Yardley relationship was shattered after Yardley published a tell-all book about his time in military intelligence. Yet in the end, the work they all started in 1917 led directly to the modern American intelligence community. As they got older, they became increasingly irrelevant in the burgeoning American cryptologic fraternity. Topics and features: * Examines the lives of three remarkable and pioneering cryptologists * Offers fascinating insights into spies, codes and ciphers, rumrunners, poker, and military history * Sheds new light on interesting parts of the cryptologists’ careers—especially Elizebeth Friedman, whose work during World War II has just begun to be explored * Recounts several good stories, i.e., What if the Friedmans had gone to work for Herbert Yardley in his new Cipher Bureau in 1919? What if Yardley had moved back to Washington to work for William Friedman a decade later? This enjoyable book has wide appeal for: general readers interested in the evolution of American cryptology, American historians (particularly of World War I, the inter-war period, and World War II signals intelligence), and historians of—and general readers interested in—American military intelligence. It also can be used as an auxiliary text or recommended reading in introductory or survey courses in history or on the related topics.
The Game Audio Tutorial: A Practical Guide to Creating and Implementing Sound and Music for Interactive Games
by Richard Stevens Dave RaybouldDesign and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects. The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com)
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
by Greg ToppoWhat if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
The Game Business Guidebook: What To Do When Nobody Wants Your Game
by Diego Ricchiuti John HenleyThis book is the perfect toolkit for any developer who wishes to transform an idea into a viable business. From the experience of a game designer and a business developer, it covers every step from the conception of the game to signing a deal with a publisher; finding the right type of funds, sending follow-up e-mails, and attending trade shows are just a few of the tools the reader will find in the book.Benefitting from the authors' combined 30+ years of experience in the industry, the book provides an in-depth business strategy for games. The book is divided into four sections: introduction, preparation, execution, and contingencies. The reader is presented with the knowledge required to get started, both for the company’s culture and strategy and for the team’s pitching abilities and material. In the action phase, the authors explain how to prepare a budget, deal with the publisher, and cultivate their professional relationship. Lastly, the book explains how to deal with unsuccessful scenarios in being funded and how to self-publish as an investment for better exposure and future opportunities.This book will be vital reading to all independent game developers, those working at AA game studios, and aspiring business developers.
The Game Console 2.0: A Photographic History from Atari to Xbox
by Evan AmosThis revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades.Revised and updated since the first edition&’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry&’s rise, fall, and monumental resurgence. The book&’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You&’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the &‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world&’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer&’s must-have coffee-table book.
The Game Design Reader: A Rules of Play Anthology
by Katie Salen Eric ZimmermanThe Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom source book, a reference for working game developers, and a great read for game fans and players.
The Game Design Reader: A Rules of Play Anthology
by Katie Salen Eric ZimmermanClassic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
The Game Design Toolbox
by Martin AnnanderThis book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a "toolbox" for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing. This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs. Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.
The Game Jam Survival Guide
by Christer KaitilaThe Game Jam Survival Guide is an insider view of game jams packed full of expert advice; leading with tips and tricks on how to build a great game with just 48 hours; but clearly defining what should be avoided at all costs during Game Jam mayhem. The reader is led through each half-day phase; from the beginning of your quest in hours 1-12 to breaking through "the wall" on day two and finally reaching the finishing line in hours 37-48. Although the book is intended for beginners and experts alike, the reader will already know how to program (in any language). He or she will love games and want to learn how to best make their own game in a wild and crazy 48-hour period.
The Game Maker's Apprentice: Game Development For Beginners
by Jacob Habgood Mark OvermarsThe Game Makers Apprentice: Game Design For Beginners is a work on computers/software.
The Game Maker's Companion
by Kevin Crossley Jacob Habgood Nana Nielsen Martin RijksThe Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker then you really must own this book as well. What you'll learn * Learn the fundamentals of how to create platform games with nature's first platform game character: Fishpod. * Discover how to recreate the classic 90's platform game Zool (Ninja of the Nth Dimension) entirely using drag-and-drop programming. * Learn how to extend and improve upon the drag-and-drop functionality of Game Maker using GML scripts. * Follow the design of the atmospheric platform-adventure game OC Shadows on Deck from original concept to a completed vertical slice of gameplay. * See how professional designers create engaging storylines with believable characters. * Learn how to modify the Shadows on Deck artwork to include in your own games. * Experience a practical journey into game development which has been unparalleled since The Game Maker's Apprentice. * Gain access to professional game resources from Shadows on Deck which you are free to use in your own Game Maker games. Who this book is for This book is for Game Maker's Apprentice readers, along with other game developers in general. Table of Contents * Greetings, Game Maker * Platform Beginnings: An Idea with Legs * Zool: Taking It to the Nth Dimension * Empowerment: Sliding Ninjas * Krool's Forces: Sweetening the Challenge * Fighting Talk: The Empower Strikes Back * Game Design: OC Shadows on Deck * Storytelling in Theory * Storytelling Applied * Of Mice and Pen: Pirate Art * GML: From Ninja to Pirate * Rogues' Rendezvous: Vertically Sliced * The Story Begins * Feature Reference * Rogues' Rendezvous: Dialogue"
The Game Master: Summer Schooled
by Rebecca Zamolo Matt SlaysFrom Matt and Rebecca Zamolo, creators of the mega-popular YouTube series Game Master Network, comes a new thrilling novel about everyone’s favorite mystery-solving team as they go toe-to-toe with the mysterious and menacing Game Master. <P><P>Rebecca Zamolo is on a mission to save her summer. Instead of going to camp like she’d planned, she’s been stuck in summer school. But today is the day! She’s going to present her final science assignment—using her Nana’s borrowed vintage zoetrope—and then she’ll be free to have fun. <P><P>But as Becca and her classmates wait for her teacher to arrive, a menacing voice comes over the intercom claiming to be the Game Master! The kids quickly discover that the Game Master has locked the doors, scared off the teachers, and made it clear that if Becca and her friends don’t solve the clues that have been left behind, they’ll never get back Becca’s irreplaceable zoetrope, never finish summer school, and never get to enjoy what’s left of their summer vacations. <P><P> Becca doesn’t know who is behind this, but she won’t let the Game Master win. But will she and her classmates be able to work together to solve the puzzles and escape their school before time runs out? Join YouTube’s favorite mystery solving team as they go toe-to-toe with the Game Master in the first book of this action-packed series from beloved YouTube creators Rebecca Zamolo and Matt Yoakum aka MattySlays, stars of the hugely popular Game Master Network. <P><P>Fans of StacyPlays’s Wild Rescuers series and Pat & Jen’s PopularMMOs Presents graphic novels will love this thrilling and engaging YouTube-inspired adventure. <P><P><b>A New York Times Bestseller</b>