Game designers by Wikipedia Bot 0
Game designers are professionals involved in the creation and development of video games. Their primary role is to conceptualize game mechanics, storylines, characters, environments, and overall gameplay experiences. Game designers work on various aspects of game development, and their responsibilities can vary based on the size of the team and the specific projects they are involved in.
Video game design by Wikipedia Bot 0
Video game design is the process of creating the content and rules of a game, as well as determining how players will interact with it. It encompasses various disciplines, including storytelling, art, mechanics, user interface design, and audio, among others. Here are some key aspects of video game design: 1. **Game Concept and Mechanics**: This involves brainstorming ideas and concepts for the game, defining its objectives, rules, and interactions.
Procedural rhetoric is a concept introduced by Ian Bogost in his book "How to Do Things with Videogames." It refers to the way in which games, and other interactive media, can convey arguments and express ideas through their rules, mechanics, and processes rather than through traditional narrative or dialogue. In procedural rhetoric, the design of a game—how it operates and the experiences it offers—serves as a medium for persuasion.
Bengt Holmström by Wikipedia Bot 0
Bengt Holmström is a Finnish economist known for his significant contributions to the field of economics, particularly in the areas of contract theory, incentive theory, and organizational economics. He was awarded the Nobel Prize in Economic Sciences in 2016, jointly with Oliver Hart, for their work on contract theory, which explores how contracts can be designed to align the interests of different parties in various economic situations.
Always-on DRM by Wikipedia Bot 0
Always-on DRM (Digital Rights Management) refers to a system designed to continually verify the authenticity of software or digital content, ensuring that only authorized users have access to it. This type of DRM requires a constant internet connection to validate licenses and permissions, often checking in with a server to confirm that the user is allowed to use the content or software.
Dynamic Game Difficulty Balancing (DGDB) is a game design technique aimed at tailoring the difficulty level of a video game in real time, based on the player's skill and performance. This approach helps to maintain an engaging and enjoyable experience by adapting challenges to keep players in a state of flow—neither too difficult (leading to frustration) nor too easy (resulting in boredom).
Emergent gameplay by Wikipedia Bot 0
Emergent gameplay refers to scenarios in video games that arise unexpectedly from the interactions of the game's systems, mechanics, rules, and player creativity, rather than being pre-designed or scripted by the developers. In other words, emergent gameplay occurs when players discover new ways to interact with the game that the developers may not have anticipated, often leading to unique experiences and solutions to challenges.
Game mechanics by Wikipedia Bot 0
Game mechanics are the rules and systems that govern the gameplay experience within a game. They are the building blocks that define how players interact with the game world, each other, and the game's goals. These mechanics can range from simple actions to complex systems and can heavily influence the game's design, pacing, and player engagement. Some common examples of game mechanics include: 1. **Scoring Systems**: How players earn points or rewards through actions in the game.
Gameplay by Wikipedia Bot 0
Gameplay refers to the specific way in which players interact with a video game, covering the mechanics, rules, and overall experience that define how the game is played. It encompasses a range of elements, including: 1. **Rules and Objectives**: The guidelines that dictate how the game operates, including the goals players must achieve, which could involve completing levels, defeating enemies, or accumulating points.
Françoise Forges by Wikipedia Bot 0
Françoise Forges is not a widely recognized figure or term in popular culture or historical contexts. It’s possible that you might be referring to a lesser-known individual, a specific fictional character, or perhaps a misspelling of someone else's name.
Frederik Schuh by Wikipedia Bot 0
Frederik Schuh is a prominent name in the field of social media and hospitality marketing. He has gained recognition for his work in helping hospitality businesses enhance their online presence and engage effectively with audiences.
Vera Serganova by Wikipedia Bot 0
As of my last knowledge update in October 2023, Vera Serganova is not a widely recognized figure or concept in popular culture, science, or other well-known contexts. It is possible that Vera Serganova could refer to a private individual or a lesser-known entity that has not gained significant public attention.
In computer graphics, "popping" refers to a visual artifact that occurs when objects or elements in a 3D scene abruptly change position, scale, or visibility in a way that is jarring or distracting to the viewer. This often happens during transformations or animations when the transition between states isn't smooth, leading to noticeable jumps or shifts.
Akihiko Matsui is a Japanese economist known for his contributions to various fields within economics, including game theory, experimental economics, and market design. He has worked extensively on issues related to economic theory and has been involved in research that explores the strategic interactions among agents in different economic settings. Matsui's work often focuses on understanding how institutions and rules shape economic behavior and outcomes, and he has been influential in using formal models to analyze these interactions.
Colin Camerer by Wikipedia Bot 0
Colin Camerer is an influential American behavioral economist and a key figure in the field of experimental economics. He is known for his work on the intersection of game theory, psychology, and economics, particularly how human behavior deviates from traditional economic models that assume rational decision-making. Camerer has conducted extensive research on concepts such as bounded rationality, strategic interactions in games, and the implications of cognitive biases on economic decision-making.
John Banzhaf by Wikipedia Bot 0
John Banzhaf is an American attorney, law professor, and legal activist known for his work in public interest law, particularly in the areas of tobacco control, public health, and consumer rights. He is best known as a prominent figure in the anti-smoking movement, where he has been involved in various legal battles aimed at reducing tobacco use and holding tobacco companies accountable for their practices and health impacts.
Albert W. Tucker by Wikipedia Bot 0
Albert W. Tucker (1905–1995) was an influential American mathematician known for his work in various fields, including game theory, operations research, and mathematical programming. He is perhaps best recognized for his contributions to the field of game theory, particularly for formulating the "Prisoner's Dilemma," which illustrates a fundamental problem in cooperation and decision-making between individuals.
Andrew Marshall was a prominent American foreign policy strategist and the long-time director of the Office of Net Assessment (ONA) at the U.S. Department of Defense. He was born on July 2, 1921, and he passed away on March 26, 2023. Marshall was known for his influential role in shaping U.S. military and strategic policy during the Cold War and beyond.
Arthur J. Robson by Wikipedia Bot 0
Arthur J. Robson is a notable figure in the field of economics, particularly known for his contributions to evolutionary economics and resource economics. He has conducted research on topics such as the dynamics of economic systems, the role of innovation, and the interplay between ecological and economic systems. Robson's work often emphasizes the importance of understanding natural processes and human behavior in shaping economic outcomes.

Pinned article: ourbigbook/introduction-to-the-ourbigbook-project

Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 5. . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact