Download or read book The Sims written by Rick Barba and published by . This book was released on 2002-01-01 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Sims Livin Large written by Rick Barba and published by Prima Lifestyles. This book was released on 2000 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Sims: Livin' Large -- Prima's Official Strategy Guide" covers both the original Sims game and the hot new expansion pack-Livin Large! This valuable guide will help you create and manage your instant family, as well as provide needed parenting tips. Detailed strategies will help you deal with all new gameplay elements-from roach infestations to alien abductions.
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 Sims written by Mark Cohen and published by Prima Games. This book was released on 2001-04-05 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Sims: House Party -- Prima's Official Strategy Guide" covers the original Sims game, the original expansion pack, Livin' Large, and now House, Party. This valuable guide will provide players with the tools to throw fabulous parties and make new friends. Choose from each of the theme parties -- Cowboy, Luau, and Rave! Detailed strategies will help players deal with all new gameplay elements -- from new characters to new dances and music!-- Details on each new character, including the Exotic Dancer and Campfire Ghost-- Hints on using all new objects, from the Mechanical Bull to the DJ Booth-- Mood managing hints and tips-- Details on moving your Sims to the online community-- How to manage every aspect of your Sim world-- Extensive interview with "The Sims" creator, Will Wright!
Download or read book Sims Box Set 1 Thru 5 Prima s Official Strategy Guide written by Prima Temp Authors and published by Prima Games. This book was released on 2002 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Title Selling Points Sales Ranking: AA Includes these official strategy guides from Prima: - The Sims - The Sims: Livin' Large - The Sims: House Party - The Sims: Hot Date - The Sims: Vacation
Download or read book Experience Design written by Marc Hassenzahl and published by Springer Nature. This book was released on 2022-05-31 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design
Download or read book The Rough Guide to Videogames written by Kate Berens and published by Rough Guides UK. This book was released on 2008-08-01 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.
Download or read book Time Space and the Market written by Stephen Brown and published by Routledge. This book was released on 2014-12-18 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of retroscapes, commercial environments that evoke past times and places, a ubiquitous manifestation of modern marketing. It covers an array of retailing milieux, in a number of different countries, at a variety of spatial scales, and from various evaluative perspectives, both pro and con.
Download or read book Game Love written by Jessica Enevold and published by McFarland. This book was released on 2015-01-09 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
Download or read book Natal Signs Cultural Representations of Preguancy Birth and Parenting written by Nadya Burton and published by Demeter Press. This book was released on 2015-09-01 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: Natal Signs: Cultural Representations of Pregnancy, Birth and Parenting explores some of the ways in which reproductive experiences are taken up in the rich arena of cultural production. The chapters in this collection pose questions, unsettle assumptions, and generate broad imaginative spaces for thinking about representation of pregnancy, birth, and parenting. They demonstrate the ways in which practices of consuming and using representations carry within them the productive forces of creation. Bringing together an eclectic and vibrant range of perspectives, this collection offers readers the possibility to rethink and reimagine the diverse meanings and practices of representations of these significant life events. Engaging theoretical reflection and creative image making, the contributors explore a broad range of cultural signs with a focus on challenging authoritative representations in a manner that seeks to reveal rather than conceal the insistently problematic and contestable nature of image culture. Natal Signs gathers an exciting set of critically engaged voices to reflect on some of life’s most meaningful moments in ways that affirm natality as the renewed promise of possibility.
Download or read book Digital Play written by Stephen Kline and published by McGill-Queen's Press - MQUP. This book was released on 2003 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Download or read book The Video Game Almanac written by Mark H. Walker and published by Mars Publishing (CA). This book was released on 2001 with total page 492 pages. Available in PDF, EPUB and Kindle. Book excerpt: "450+ reviews of computer and video games"--Cover.
Download or read book TechKnowledgies written by Mary Valentis with Tara P. Monastero and published by Cambridge Scholars Publishing. This book was released on 2008-12-18 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: TechKnowledgies: New Imaginaries and Transmigrations in the Humanities, Arts, and TechnoSciences is a diverse collection of essays, a recently produced technology play by William Kennedy, art, and installations that represent, and at times resist, the ways science and technology are interacting with the arts and the humanities to produce new imaginaries and disciplinary transmigrations that gesture towards a “university” of tomorrow. As theorists’ posit new futures and call for an end to historically grounded, or discipline-based, so-called silo approaches to knowledges, a de facto reorganization of disciplinary boundaries and a migratory spirit have spontaneously infused the humanities with new life. These transmigrations, instead of diffusing the disciplinary terrain, have strengthened and broadened existing fields. They are provoking re-mappings of intellectual topography, and, ironically, have brought about more rather than less integration. Activated by such massive cultural shifts as the turn from print to visual culture; the technological revolution and its virtual sublimes; the acceleration of scientific advances; the rise and incorporation of mass or popular culture and the possibilities of replication, the humanities are producing integrated knowledges, what we are calling new TechKnowledgies, that interface the humanities, the arts, the social and hard sciences with digital technologies and research emerging at the borders of all these fields.
Download or read book PC World written by and published by . This book was released on 2000 with total page 902 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Android written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2022-08-09 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Android An android is a humanoid robot or other artificial entity that is often fabricated from a substance that mimics the appearance of flesh. In the past, androids were exclusively relegated to the realm of science fiction and were regularly featured in films and television shows. However, with to recent advancements in robot technology, it is now possible to construct humanoid robots that are both useful and lifelike. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Android (robot) Chapter 2: List of fictional robots and androids Chapter 3: Humanoid robot Chapter 4: Gynoid Chapter 5: Uncanny valley Chapter 6: David Hanson (robotics designer) Chapter 7: Actroid Chapter 8: Japanese robotics Chapter 9: Maschinenmensch Chapter 10: EveR Chapter 11: iCub Chapter 12: Outline of artificial intelligence Chapter 13: Index of robotics articles Chapter 14: List of fictional gynoids Chapter 15: Artificial intelligence in fiction Chapter 16: History of robots Chapter 17: Hiroshi Ishiguro Chapter 18: Robotics Chapter 19: Outline of robotics Chapter 20: Ex Machina (film) Chapter 21: Hanson Robotics (II) Answering the public top questions about android. (III) Real world examples for the usage of android in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of android' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of android.
Download or read book Flash of Genius written by John Seabrook and published by Macmillan. This book was released on 2008-09-02 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays explore inspiration and entrepreneurship in everyday Americans, including the story of Bob Kearns, who invented the intermittent windshield wiper.
Download or read book Games That Sell written by Mark H. Walker and published by Wordware Publishing, Inc.. This book was released on 2003 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.