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EBookClubs

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Book Player vs  Player  1  Ultimate Gaming Showdown

Download or read book Player vs Player 1 Ultimate Gaming Showdown written by M.K. England and published by Random House Books for Young Readers. This book was released on 2022-06-07 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this action-packed illustrated series, four kid gamers meet at a virtual tournament and battle for the ultimate grand prize. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Sixty-four teams. One mysterious grand prize. Four gamers determined to win it all. Welcome to Affinity, the hottest battle royale video game in the world! Gamers can be anything they want to be in Affinity’s high-tech, magical universe—and test their skills in fierce PvP combat. So when Hurricane Games announces an epic tournament with killer prizes, four kids form a team that feels unstoppable . . . but also maybe doomed from the start? Josh is the tank . . . when his parents let him game. Hannah is the melee fighter . . . but she can only play at the public library. Larkin is the healer . . . as long as her family’s not around. Wheatley is the ranger . . . with a secret that might wreck the whole team. As solo gamers, they’re good. Really good. But the tournament is a whole new level of competition, and it'll take all four of them to bring it home. Can they step up their game in time for the final match?

Book Player Versus Player

Download or read book Player Versus Player written by Scott Kurtz and published by PVP (Image Comics). This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Follows the comic adventures of the employees of the "PvP" ("Player versus Player") gaming magazine as they play the different fantasy and role-playing games that the magazine reviews; and features extras including preliminary artwork and gaming statistics.

Book Conscious Business

Download or read book Conscious Business written by Fred Kofman and published by ReadHowYouWant.com. This book was released on 2008-11 with total page 546 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents techniques for organizational success that involve embracing such qualities as integrity, authenticity, accountability, and honesty.

Book Player vs  Player  2  Attack of the Bots

Download or read book Player vs Player 2 Attack of the Bots written by M.K. England and published by Random House Books for Young Readers. This book was released on 2023-06-13 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: In book 2 of this action-packed illustrated series, the best kid gamers return to the world of eSports and battle for glory at their first pro tournament. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! Since winning the first-ever Affinity tournament, The Weird Ones are supposed to be on top of the world. Josh, Hannah, Larkin, and Wheatley have formed their own professional team and launched a popular streaming channel, and they’re set to take eSports by storm. But the kids have an awful secret: Wheatley is missing. And considering the threats he received before he disappeared, the other team members are worried. Plus, they keep getting matched with random players in-game who seem . . . disturbingly Wheatley-like? It’s creepy. Sinister, even. And it’s getting worse. With their first pro match looming, the kids are running out of time. They need help, and fast—because without Wheatley, their pro dreams may be dashed before the game even begins.

Book Player vs  Monster

Download or read book Player vs Monster written by Jaroslav Svelch and published by MIT Press. This book was released on 2023-02-07 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.

Book Player and Avatar

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-07-03 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Book Treacherous Play

Download or read book Treacherous Play written by Marcus Carter and published by MIT Press. This book was released on 2022-02-01 with total page 151 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.

Book Game User Experience And Player Centered Design

Download or read book Game User Experience And Player Centered Design written by Barbaros Bostan and published by Springer Nature. This book was released on 2020-04-06 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Book Videogame  player  text

Download or read book Videogame player text written by Barry Atkins and published by Manchester University Press. This book was released on 2024-07-30 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

Book Cultural Perspectives of Video Games  From Desiger to Player

Download or read book Cultural Perspectives of Video Games From Desiger to Player written by and published by BRILL. This book was released on 2020-09-25 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Book The Player of Games

    Book Details:
  • Author : Iain M. Banks
  • Publisher : Orbit
  • Release : 2009-12-01
  • ISBN : 0316095869
  • Pages : 281 pages

Download or read book The Player of Games written by Iain M. Banks and published by Orbit. This book was released on 2009-12-01 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata

Book Game Sound Technology and Player Interaction  Concepts and Developments

Download or read book Game Sound Technology and Player Interaction Concepts and Developments written by Grimshaw, Mark and published by IGI Global. This book was released on 2010-09-30 with total page 504 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

Book The Ideal Team Player

Download or read book The Ideal Team Player written by Patrick M. Lencioni and published by John Wiley & Sons. This book was released on 2016-04-25 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.

Book Fundamentals of Game Design

Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Book The Ultimate Player s Guide to Minecraft

Download or read book The Ultimate Player s Guide to Minecraft written by Stephen O'Brien and published by Pearson Education. This book was released on 2015 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Minecraft is WAY more than a game: it's an alternate universe of creation, exhilaration, survival, adventures, passion! Don't enter that universe alone. Take an experience guide who'll help you constantly as you learn the secrets of Minecraft on the PlayStation!,"--page [4] of cover.

Book The Ultimate Player s Guide to Minecraft   PlayStation Edition

Download or read book The Ultimate Player s Guide to Minecraft PlayStation Edition written by Stephen O'Brien and published by Que Publishing. This book was released on 2014-12-22 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Ultimate Player's Guide to Minecraft - PlayStation Edition Minecraft: These worlds are YOURS! Minecraft is WAY more than a game: it’s an alternate universe of creation, exhilaration, survival, adventure, passion! Don’t enter that universe alone. Take an experienced guide who’ll help you constantly as you learn the secrets of Minecraft on the PlayStation! Stephen O’Brien has been obsessing over Minecraft since its earliest betas. He’s seen it all! Now, he’ll take you deep inside craft and mine, cave and menagerie, farm and village. He’ll reveal combat traps and tricks you need to know... teach you enchantments of unimaginable power... help you survive where few dare to go... help you OWN the infinite worlds of Minecraft! Based on the international best-seller of the same name, this book is ideal for Minecrafters of all ages. Quick-start guide for first-night survival to get started NOW Customize your experience: monstrous, peaceful, and more Harvest resources, craft tools and shelters—let there be light Grab your pickaxe: mine iron, gold, diamonds, and redstone Escape (or defeat!) 14 types of hostile mobs Get friendly mobs on your side and build automated farms Brew potions to cure ills, gain superpowers, and to throw at enemies Transform your shelter into a palace (or a secret underwater base) Create customized worlds with unique seeds Learn the secrets of redstone devices and build incredible rail systems Play safely through The Nether and The End Play with up to eight of your friends on PlayStation, or run in splitscreen mode Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written more than 30 books, including several best- sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He’s a perpetual innovator who remains astounded at the unparalleled creativity Minecraft can engender. This book was not created by and is not endorsed by Notch Development AB Corporation/Mojang Synergies AB Corporation, or Sony Computer Entertainment.

Book The Ultimate Player s Guide to Minecraft   Xbox Edition

Download or read book The Ultimate Player s Guide to Minecraft Xbox Edition written by Stephen O'Brien and published by Que Publishing. This book was released on 2014-11-21 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Ultimate Player’s Guide to Minecraft XBOX Edition Minecraft: These worlds are YOURS! Minecraft is WAY more than a game: it’s an alternate universe of creation, exhilaration, survival, adventure, passion! Don’t enter that universe alone. Take an experienced guide who’ll help you constantly as you learn the secrets of Minecraft on the Xbox 360 and Xbox One! Stephen O’Brien has been obsessing over Minecraft since its earliest betas. He’s seen it all! Now, he’ll take you deep inside craft and mine, cave and menagerie, farm and village. He’ll reveal combat traps and tricks you need to know... teach you enchantments of unimaginable power... help you survive where few dare to go... help you OWN the infinite worlds of Minecraft! Based on the international best-seller of the same name, this book is ideal for Minecrafters of all ages. Quick-start guide for first-night survival to get started NOW Customize your experience: monstrous, peaceful, and more Harvest resources, craft tools and shelters—let there be light Grab your pickaxe: mine iron, gold, diamonds, and redstone Escape (or defeat!) 14 types of hostile mobs Get friendly mobs on your side and build automated farms Brew potions to cure ills, gain superpowers, and throw at enemies Transform your shelter into a palace (or a secret underwater base) Create customized worlds with unique seeds Learn the secrets of redstone devices, and build incredible rail systems Play safely through The Nether and The End Play with up to eight of your friends on Xbox Live, or run in splitscreen mode Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written more than 30 books, including several best-sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He’s a perpetual innovator who remains astounded at the unparalleled creativity Minecraft can engender.