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Book 3 D Space Mazes

Download or read book 3 D Space Mazes written by P. A. Heuser and published by Courier Corporation. This book was released on 1996-01-01 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: The third dimension adds an extra element of interest and excitement to these 36 puzzling labyrinths. The convoluted constructions dare maze travelers to find their way over, under, around and through the Tubes, Diving-Bell, Holey Chip, Ring, Limbo, Starship and many other challenging corridors. Includes instructions and solutions.Dover Original.

Book Space Maze Book

    Book Details:
  • Author : Kirsteen ROBSON
  • Publisher : Maze Books
  • Release : 2016-04
  • ISBN : 9781409598503
  • Pages : 0 pages

Download or read book Space Maze Book written by Kirsteen ROBSON and published by Maze Books. This book was released on 2016-04 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lots of amazing mazes set in space, each one completely different from the one before. Many of the mazes contain extra puzzles to solve and challenges to complete en route, and the mazes get gradually more and more difficult throughout the book, pushing children to develop their problem-solving and visual recognition skills.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book A Casual Revolution

Download or read book A Casual Revolution written by Jesper Juul and published by MIT Press. This book was released on 2012-02-10 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Book The Video Game Theory Reader

Download or read book The Video Game Theory Reader written by Mark J.P. Wolf and published by Routledge. This book was released on 2013-10-08 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

Book Mazes in Videogames

Download or read book Mazes in Videogames written by Alison Gazzard and published by McFarland. This book was released on 2013-05-01 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Book London

    Book Details:
  • Author : Kate Nolan
  • Publisher :
  • Release : 2018-09-06
  • ISBN : 9781474948043
  • Pages : 0 pages

Download or read book London written by Kate Nolan and published by . This book was released on 2018-09-06 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This delightful pack contains a 100-piece jigsaw of a beautifully illustrated map-scene of Central London for children to assemble, as well as a 24-page picture book in which kids can see and discover the city's most famous sights, landmarks and locations in more detail. Illustrations: Full colour throughout

Book The Brain in Space

Download or read book The Brain in Space written by and published by . This book was released on 1998 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Seeing Red

    Book Details:
  • Author : Jose P. Zagal
  • Publisher : MIT Press
  • Release : 2024-05-14
  • ISBN : 0262045060
  • Pages : 185 pages

Download or read book Seeing Red written by Jose P. Zagal and published by MIT Press. This book was released on 2024-05-14 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

Book The Video Game Explosion

Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Book History of Digital Games

Download or read book History of Digital Games written by Andrew Williams and published by CRC Press. This book was released on 2017-03-16 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends

Book Innovation and Technology Enhancing Mathematics Education

Download or read book Innovation and Technology Enhancing Mathematics Education written by Eleonora Faggiano and published by Springer. This book was released on 2017-10-14 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses key issues of Technology and Innovation(s) in Mathematics Education, drawing on heterogeneous ways of positioning about innovation in mathematical practice with technology. The book offers ideas and meanings of innovation as they emerge from the entanglement of the various researchers with the mathematical practice, the teacher training program, the student learning and engagement, or the research method that they are telling stories about. The multiple theoretical or empirical perspectives capture a rich landscape, in which the presence of digital technology entails the emergence of new practices, techniques, environments and devices, or new ways of making sense of technology in research, teaching and learning.

Book Character Development and Storytelling for Games

Download or read book Character Development and Storytelling for Games written by Lee Sheldon and published by CRC Press. This book was released on 2022-11-18 with total page 519 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.

Book Now the Chips Are Down

Download or read book Now the Chips Are Down written by Alison Gazzard and published by MIT Press. This book was released on 2024-05-21 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.

Book Introduction to Game Analysis

Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Taylor & Francis. This book was released on 2024-06-03 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis. As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming. Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.

Book Computer Games

    Book Details:
  • Author : Diane Carr
  • Publisher : Polity
  • Release : 2006-03-31
  • ISBN : 074563401X
  • Pages : 219 pages

Download or read book Computer Games written by Diane Carr and published by Polity. This book was released on 2006-03-31 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Book Encyclopedia of Human Computer Interaction

Download or read book Encyclopedia of Human Computer Interaction written by Ghaoui, Claude and published by IGI Global. This book was released on 2005-12-31 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras