Download or read book The Realms of Arkania written by Ina Kramer and published by Prima Lifestyles. This book was released on 1996 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thalionmel distinguished herself while fighting against the hordes of the heathen Novadi in one of the bloodiest battles in the history of her native Lovely Field. The Lioness delves into the early years of this Arkanian warrior and noblewoman who led a sheltered life until a tragic event wrenched her from her peaceful existence forever.
Download or read book Dungeons and Desktops written by Matt Barton and published by CRC Press. This book was released on 2019-04-18 with total page 645 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
Download or read book Arkania written by Alex Andor Skanavis and published by Trafford Publishing. This book was released on 2021-06-10 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arkania is an odyssey of limitless proportions: a spirit quest dedicated to dreamers and pioneers alike. Using the forgotten art of epic poetry, Arkania chronicles the adventures of a young visionary, who becomes initiated in an otherworldly academy of dreamers known as The Astral Alliance. Her increasing abilities, however, threaten the source of dark energies operating light-years away across the Spiral Arm—where Arcturus, her unfulfilled hero awaits. As the struggle between the corruption and salvation of both worlds unfolds, new destructive energies consume each slumbering world. The floating glass fortress of the Astral Alliance—and Arkania—become civilizations’ final safeguard against apocalyptic forces. Classical in style, yet futuristic in scope, this work explores the powers of unlocking imagination, the mystery of the subconscious mind, astral traveling, and the mysterious effect that dreaming has upon our waking world.
Download or read book The Evolution of Fantasy Role Playing Games written by Michael J. Tresca and published by McFarland. This book was released on 2014-01-10 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Download or read book Beyond Barbie and Mortal Kombat written by Yasmin B. Kafai and published by MIT Press. This book was released on 2011-02-25 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
Download or read book Women in Game Development written by Jennifer Brandes Hepler and published by CRC Press. This book was released on 2019-04-24 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry’s worst harassment... and kept on going.
Download or read book The Software Encyclopedia written by and published by . This book was released on 1997 with total page 1586 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book InfoWorld written by and published by . This book was released on 1994-12-19 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2002 with total page 858 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2018-08-06 with total page 851 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Download or read book Architects in Cyberspace written by Martin Pearce and published by Academy Press. This book was released on 1995 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines Cyberspace as a whole new world for architectural investigation and design.
Download or read book InfoWorld written by and published by . This book was released on 1994-12-19 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
Download or read book Microtimes written by and published by . This book was released on 1998 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Companies and Their Brands written by and published by . This book was released on 2008 with total page 2000 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Urban Environments written by Elisabetta G. Mapelli and published by Academy Press. This book was released on 2001 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: An anthology of articles from recent issues of "Architectural Design", this text focuses on living in the 21st century and takes from "Des-res architecture", "The everyday in architecture" and "Ephemeral/portable architecture" and with a small selection from "Sci-fi architecture".
Download or read book Brands and Their Companies written by and published by . This book was released on 1999 with total page 1952 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to trade names, brand names, product names, coined names, model names, and design names, with addresses of their manufacturers, importers, marketers, or distributors.
Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.