Download or read book HWM written by and published by . This book was released on 2003-03 with total page 96 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.
Download or read book Maximum PC written by and published by . This book was released on 2003-03 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Download or read book Contextualizing Economics Through the Use of SimCity 3000 written by and published by James Abela. This book was released on with total page 93 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book SimCity 4 written by Greg Kramer and published by Prima Games. This book was released on 2003-01-14 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Experience life in the big SimCity. Effective strategies for building the ideal city Fundamental management tactics for multiple cities How to obtain all rewards Tips for novices and seasoned Mayors alike All modesGod, Mayor, and My Sim covered! How to build regions and specialty cities Exclusive information from the Electronic Arts developers
Download or read book The Sims The Complete Guide written by Eric Boland and published by Lulu.com. This book was released on with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Place of Play written by Maaike Lauwaert and published by Amsterdam University Press. This book was released on 2009 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
Download or read book The Blessings of Disaster written by Michel Bruneau and published by Rowman & Littlefield. This book was released on 2022-11-08 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are we doomed? As individuals, certainly, eventually, inevitably. But as a species? As a civilization? Leading catastrophe engineer Michel Bruneau thinks perhaps not. The Blessings of Disaster draws on knowledge from multiple disciplines to illustrate how our civilization’s future successes and failures in dealing with societal threats—be they pandemics, climate change, overpopulation, monetary collapse, and nuclear holocaust—can be predicted by observing how we currently cope with and react to natural and technological disasters. Maybe most importantly, this entertaining and often counter-intuitive book shows how we can think in better ways about disasters, to strengthen and extend our existence as both individuals and as a species. When it comes to rare extreme events, such as earthquakes, hurricanes, floods, tornados, volcanic eruptions, technological accidents, terrorist attacks, pandemics, and even existential threats, it is in our nature to set ourselves up for disasters because the gamble may be worth it. But only maybe. The Blessing of Disaster is the very real story of the relationship between humans and disasters – and it’s not a simple one. Bringing together his decades-long career spanning the globe as an earthquake and disaster engineer, detailed catastrophe case studies from extreme events like Japan’s Kobe earthquake and category 5 hurricanes in the American South, along with thoughtful and practical solutions, Bruneau provides a thorough examination of the structural challenges that face today’s (and tomorrow’s) world. How we cope with today’s threats is indicative of what the future holds. Contrary to popular forecasts, it is not all gloom and doom – but some of it definitely is.
Download or read book Learning Education Games Volume 3 100 Games to Use in the Classroom Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-18 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Download or read book The Middle Ages in Computer Games written by Robert Houghton and published by Boydell & Brewer. This book was released on 2024-11-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
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.
Download or read book Cybercartography written by D.R. Fraser Taylor and published by Elsevier. This book was released on 2006-01-12 with total page 595 pages. Available in PDF, EPUB and Kindle. Book excerpt: For generations, the map has been central to how societies function all over the world. Cybercartography is a new paradigm for maps and mapping in the information era. Defined as “the organization, presentation, analysis and communication of spatially referenced information on a wide variety of topics of interest to society, cybercartography is presented in an interactive, dynamic, multisensory format with the use of multimedia and multimodal interfaces. Cybercartography: Theory and Practice examines the major elements of cybercartography and emphasizes the importance of interaction between theory and practice in developing a paradigm which moves beyond the concept of Geographic Information Systems and Geographical Information Science. It argues for the centrality of the map as part of an integrated information, communication, and analytical package. This volume is a result of a multidisciplinary team effort and has benefited from the input of partners from government, industry and other organizations. The international team reports on major original cybercartographic research and practice from a variety of disciplinary perspectives, including the humanities, social sciences including human factors psychology, cybernetics, English literature, cultural mediation, cartography, and geography. This new synthesis has intrinsic value for industries, the general public, and the relationships between mapping and the development of user-centered multimedia interfaces. * Discusses the centrality of the map and its importance in the information era * Provides an interdisciplinary approach with contributions from psychology, music, and language and literature * Describes qualitative and quantitative aspects of cybercartography and the importance of societal context in the interaction between theory and practice * Contains an interactive CD-Rom containing color images, links to websites, plus other important information to capture the dynamic and interactive elements of cybercartography
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.
Download or read book Vintage Games written by Bill Loguidice and published by Taylor & Francis. This book was released on 2012-08-21 with total page 603 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Download or read book Responsive Environments written by Allen Sayegh and published by Actar D, Inc.. This book was released on 2020-02-08 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: The entanglement of physical contexts with digital environments is constantly changing our relationship with the surrounding space and creating new hybrid experiences. These transformations pose complex design challenges and yet offer novel opportunities for the understanding and development of human-centered built environments. Drawing from a 5-year design research collaboration between the REAL Lab at Harvard GSD and the University of Bergamo, this book unfolds the experiential facets of our technologically-mediated relationship with space in the fields of architecture, urbanism and art. The book attempts to describe what makes an environment “responsive” in the form of a design manifesto, introducing ten attributes or principles at both methodological and experiential levels. Critically articulated from the perspective of leading experts, scholars and professionals, the ideas explored are unpacked through speculative urban visions and design concepts at different timeframes, contexts and scales ranging from smart artifacts to smart cities.
Download or read book Gameworlds written by Seth Giddings and published by Bloomsbury Publishing USA. This book was released on 2016-05-19 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
Download or read book Graduate Skills and Game Based Learning written by Matthew Barr and published by Springer Nature. This book was released on 2019-09-05 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.