Download or read book Warhammer Online Age of Reckoning written by Michael Searle and published by Prima Lifestyles. This book was released on 2008 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exclusive in-game item for that extra edge while leveling Detailed maps labeled with points of interest Realm vs. Realm (RvR) tips from the experts In-depth class section written by gamers, for gamers Tips for creating and leveling a guild Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.
Download or read book Warhammer Online written by Mike Searle and published by . This book was released on 2008 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: • Exclusive in-game item code for The Adventurer's Handbook! • Detailed maps labeled with points of interest • Realm vs. Realm and Scenario maps with tips on dominating the enemy • Lair and dungeon maps with strategies and boss abilities • Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.
Download or read book GameAxis Unwired written by and published by . This book was released on 2008-08 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Download or read book GameAxis Unwired written by and published by . This book was released on 2008-11 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Download or read book Dark Storm Gathering written by Chris Wraight and published by Games Workshop(uk). This book was released on 2009 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human and elf adventurers join forces with the armies of the Empire of Man to turn back an invasion by the forces of Chaos. Original.
Download or read book Virtual Lives written by James D. Ivory Ph.D. and published by Bloomsbury Publishing USA. This book was released on 2012-01-06 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.
Download or read book Press Reset written by Jason Schreier and published by Grand Central Publishing. This book was released on 2021-05-11 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.
Download or read book GameAxis Unwired written by and published by . This book was released on 2008-11 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Download or read book The Art of Warhammer 40 000 written by Marc Gascoigne and published by Gower Publishing Company, Limited. This book was released on 2006 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: For over two decades the dark, gothic SF universe of Warhammer 40,000 has fired the imagination of millions of gamers worldwide. The ever-popular Space Marines have become cultural icons within the gaming community, and the tireless work of Games Workshop's art department is celebrated in this book.
Download or read book EGods written by William Sims Bainbridge and published by Oxford University Press. This book was released on 2013-04-04 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.
Download or read book The Warlock of Firetop Mountain written by Steve Jackson and published by Fighting Fantasy. This book was released on 2017-01-11 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: A dungeon quest and a dangerous treasure hunt... The reader must take on the role of an adventurer, travelling to find the treasure chest belonging to a powerful Warlock, deep within Firetop Mountain. This chest is guarded by a succession of terrifying monsters...
Download or read book Advances in Computer Entertainment written by Anton Nijholt and published by Springer. This book was released on 2012-10-12 with total page 620 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Download or read book Geektionary written by Gregory Bergman and published by Simon and Schuster. This book was released on 2010-12-18 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The last WoW module was clunky and a bit slow on my rig but it had a great toolset for building adventures for my avatar. Now I'm at sixtieth level! Awesome!" Whether it's about science fiction, Star Trek, sports, comics, or computers, geekspeak is full of mysterious words and phrases. But now there's an easy way to understand what it's all about. With this book you can dork out with the best of 'em. Here are more than 1,000 words and their definitions, including such gems as: LARP Red Shirt Wilhelm Scream Xenomorph Munchkin* So don't worry if you don't know what a midochlorian is or what to do with a proton pack. With this book, you'll never be confused again. Which doesn't mean what you think it means, unless you're a fan of roleplaying games.
Download or read book Role Playing Game Studies written by Sebastian Deterding and published by Routledge. This book was released on 2018-04-17 with total page 905 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Download or read book Gaming and Cognition Theories and Practice from the Learning Sciences written by Van Eck, Richard and published by IGI Global. This book was released on 2010-05-31 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.
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
Download or read book The Routledge Handbook of Role Playing Game Studies written by José P. Zagal and published by Taylor & Francis. This book was released on 2024-06-27 with total page 588 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.