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Book Mobile PC Gaming

    Book Details:
  • Author : Paolo Jose De Luna
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2016-03-12
  • ISBN : 9781530538324
  • Pages : 42 pages

Download or read book Mobile PC Gaming written by Paolo Jose De Luna and published by Createspace Independent Publishing Platform. This book was released on 2016-03-12 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past few years, PC gaming has reached the pinnacle of success and it continues to keep on going towards improvement. We can expect that games and machines will upgrade for the better when it comes to PCs and video games. However, the problem now is that most people own laptops, not fully rigged out desktop PCs. Everyone wants to bring in a more mobile approach to everything that a PC offers which also includes gaming. Laptops are mobile PCs made for doing work on the go. You can write your documents, create PowerPoint presentations, organize tables in Excel, and more - and gaming isn't out of the equation when it comes to laptops. But the problem with laptops is that they have weaker specs compared to the usual and bulkier desktop PC rigs. In terms of hardware, the laptops pale in comparison to desktop PCs. This includes hard drive, RAM, graphics cards, external device support, monitor size and quality, and even the keyboard layout. For software, it depends, as you can get software upgrades right from the get go when you buy your laptop or from the updates that the manufacturer releases a few times every month. The bottom line is that laptops are not meant for gaming, they're more geared for working and surfing the Internet - but is that going to stop you from PC gaming? Well, it shouldn't. Sure, laptops are more of a worker's haven since laptops are meant to be placed on your lap, be brought almost anywhere, and let you work anytime and anywhere that you prefer. This includes writing, making presentations, creating websites, coding, and such things. But from time to time, you need to have a break or two from work. Gaming on your laptop is still possible. Getting geared properly to get your game on your laptop is crucial if you want to play PC games on your mobile PC. And in this book, we'll be teaching you on how to properly gear up, set up, and equip your laptop with the proper hardware, software, and accessories to make your laptop outshine the rest of the competition in the market when it comes to PC gaming. Oh and we're not just talking about the classic PC games that run with mediocre requirements and low hardware specs. We're talking about PC games from the past up to the latest PC games that demand only the best. If you want to play the latest and the best PC games out today, you need to know what to get and how to get it when it comes to gaming on your laptop. We're talking about high-end games with surreal graphics that you'd think impossible to run on a laptop. But running these games on a laptop is still possible - with the right equipment, that is. So suit up and gear up, here are the tips and know-hows that you should take note if you want to game on your humble laptop.

Book Real Games

    Book Details:
  • Author : Mia Consalvo
  • Publisher : MIT Press
  • Release : 2019-10-01
  • ISBN : 0262042606
  • Pages : 219 pages

Download or read book Real Games written by Mia Consalvo and published by MIT Press. This book was released on 2019-10-01 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

Book Location Based Mobile Games

Download or read book Location Based Mobile Games written by Davide Spallazzo and published by Springer. This book was released on 2018-02-21 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Book Mobile Gaming in Asia

Download or read book Mobile Gaming in Asia written by Dal Yong Jin and published by Springer. This book was released on 2016-07-29 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Book The Video Games Textbook

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2023-06-13 with total page 751 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Book PC Gamer

Download or read book PC Gamer written by and published by . This book was released on 2008 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Changing the Game

Download or read book Changing the Game written by Lucy Chow and published by Greenleaf Book Group. This book was released on 2022-09-27 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Future Is Now Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation. Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success.

Book Global Mobile Media

    Book Details:
  • Author : Gerard Goggin
  • Publisher : Routledge
  • Release : 2010-10-18
  • ISBN : 1136908323
  • Pages : 239 pages

Download or read book Global Mobile Media written by Gerard Goggin and published by Routledge. This book was released on 2010-10-18 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Global Mobile Media offers an overview of the complex topic of mobile media, looking at the emerging industry structures, new media economies, mobile media cultures and network politics of mobiles as they move centre-stage in media industries.

Book Gaming in Social  Locative and Mobile Media

Download or read book Gaming in Social Locative and Mobile Media written by L. Hjorth and published by Springer. This book was released on 2014-05-29 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Book Mastering the Game

    Book Details:
  • Author : World Intellectual Property Organization
  • Publisher : WIPO
  • Release :
  • ISBN :
  • Pages : 378 pages

Download or read book Mastering the Game written by World Intellectual Property Organization and published by WIPO. This book was released on with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.

Book HWM

    HWM

    Book Details:
  • Author :
  • Publisher :
  • Release : 2007-06
  • ISBN :
  • Pages : 156 pages

Download or read book HWM written by and published by . This book was released on 2007-06 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.

Book The Encyclopedia of Game Machines

Download or read book The Encyclopedia of Game Machines written by Winnie Forster and published by Winnie Forster Gameplan. This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.

Book The Virtual Universe  Exploring VFX  Gaming  and Animation Techniques in Filmmaking

Download or read book The Virtual Universe Exploring VFX Gaming and Animation Techniques in Filmmaking written by Deepak Kumar Singh and published by Literatureslight Publishing. This book was released on 2023-05-25 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Virtual Universe: Exploring VFX, Gaming, and Animation Techniques in Filmmaking" is a comprehensive book for anyone interested in the world of visual effects, gaming, and animation. The book takes readers on a journey through the virtual universe, exploring the latest techniques and tools used in the creation of cutting-edge visual effects, gaming environments, and animated films.

Book The Different Types Of Video Game Consoles That People Can Play Video Games On As A Heroic Character  The Best Type Of Video Game Console For People To Play Video Games On As A Heroic Character  The Benefits Of Playing Video Games As A Heroic Character On Video Game Consoles  The Challenges Of Playing Video Games As A Heroic Character On Video Game Consoles  Why Mobile Video Games Have Become More Popular Than Console Video Games  And Why Mobile Video Games Have Become More Popular Than PC Video Games

Download or read book The Different Types Of Video Game Consoles That People Can Play Video Games On As A Heroic Character The Best Type Of Video Game Console For People To Play Video Games On As A Heroic Character The Benefits Of Playing Video Games As A Heroic Character On Video Game Consoles The Challenges Of Playing Video Games As A Heroic Character On Video Game Consoles Why Mobile Video Games Have Become More Popular Than Console Video Games And Why Mobile Video Games Have Become More Popular Than PC Video Games written by Dr. Harrison Sachs and published by The Epic Books Of Dr. Harrison Sachs. This book was released on with total page 51 pages. Available in PDF, EPUB and Kindle. Book excerpt: This essay sheds light on the different types of video game consoles that people can play video games on as a heroic character, demystifies the best type of video game console for people to play video games on as a heroic character, and reveals the benefits of playing video games as a heroic character on video game consoles.

Book Internet and Mobile Phone Addiction

Download or read book Internet and Mobile Phone Addiction written by Olatz Lopez-Fernandez and published by MDPI. This book was released on 2019-03-07 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.

Book Wireless Game Development in C C   with BREW

Download or read book Wireless Game Development in C C with BREW written by Ralph Barbagallo and published by Wordware Publishing, Inc.. This book was released on 2003 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: Book & CD. Targeted for intermediate programmers with experience in C/C++ and the basics of game programming, this book illustrates a variety of development techniques in the new and cutting-edge field of wireless games using Qualcomm's hot new BREW development environment. Barbagallo goes through the fundamentals of the API including graphics, sound, input, and general programming tips. Brought together with complete examples of working games, the book also features information on the burgeoning wireless gaming market.

Book Advances in Visual Informatics

Download or read book Advances in Visual Informatics written by Halimah Badioze Zaman and published by Springer. This book was released on 2013-10-12 with total page 818 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on Advances in Visual Informatics, IVIC 2013, held in Selangor, Malaysia, in November 2013. The four keynotes and 69 papers presented were carefully reviewed and selected from various submissions. The papers focus on four tracks: computer visions and engineering; computer graphics and simulation; virtual and augmented reality; and visualization and social computing.