Download or read book Collecting Gadgets and Games written by Daniel Blythe and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Collecting Gadgets and Games from the 1950s 90s written by Daniel Blythe and published by Pen and Sword. This book was released on 2011-12-13 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Daniel Blythe takes a trip down memory lane with his first book for Remember When, focusing on toys, games and gadgets from our youth; from Simon to the ZX Spectrum, from the Walkman to the boom-box, from the Bat mobile to Bond's Aston Martin and the TARDIS. From gadgets everyone had to those they desired to own, this is the book on big boysÍ toys and their value. Whilst firms such as Sony focus on toys of the future, the latest Playstations and X-boxes, the author looks at the forgotten gadgets, the early MP3 players and radio sets and shows how to turn them into ready-money or future collectables. He also reveals what makes a future collectable and discovers which action heroes are better than others when it comes to the collectables world.
Download or read book Gadgets Games and Gizmos written by Jean-Marie Donat and published by Summersdale. This book was released on 2017-10-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the designs behind some of the most amazing inventions ever imagined. This book contains original drawings submitted to the patent office for such indispensable items as the paperclip, the ballpoint pen and the umbrella, as well as technological marvels like the space suit, the floppy disk and the Polaroid camera - and not forgetting fun and frivolous things like the Barbie doll, the skateboard and the Game Boy. Expand your knowledge and inspire your inner inventor with this fully illustrated guide to the everyday gadgets, games and gizmos that changed the world!
Download or read book Gadgets and Games written by Chris Oxlade and published by Raintree. This book was released on 2014-03-13 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: Did you know that all gadgets and games have a life cycle? That's what we call the stages from their design, manufacture, and sale to their use, maintenance, and disposal. This book explains what happens during these stages, such as prototyping, the sourcing of components, the production process, the decisions made by designers and engineers, and recycling.
Download or read book Classic Home Video Games 1985 1988 written by Brett Weiss and published by McFarland. This book was released on 2012-11-12 with total page 828 pages. Available in PDF, EPUB and Kindle. Book excerpt: A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
Download or read book Collector s Guide to Toys Games and Puzzles written by Harry L. Rinker and published by Wallace-Homestead. This book was released on 1991 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Make Your Own Scratch Games written by Anna Anthropy and published by No Starch Press. This book was released on 2019-07-02 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to make interactive games with Scratch—the beginner-friendly, block-based programming language from the MIT Media Lab! Anna Anthropy, game designer extraordinaire, will show you how to do everything from building a game map to creating animations and debugging the end product. Take a peek inside the history of video game design, learn programming basics, and turn your ideas into creative games that you can play and share with your friends. Learn how to: •Draw characters like a hungry, leaf-eating bug•Animate characters—make them walk, jump, climb, and fall! •Create objects for your player to collect and obstacles to avoid •Design multiple levels to create a cave exploring platform game•Create sound effects and music for your games •Share your games online and use player feedback to improve your games Isn’t it time to Make Your Own Scratch Games? The world is waiting! Covers Scratch 3.0
Download or read book Gadgets Games and Gizmos for Learning written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2007-09-24 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
Download or read book The Archives written by Aa. Vv. and published by Mimesis. This book was released on 2015-04-21T00:00:00+02:00 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.
Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Download or read book Directing Video Games written by Brian Allgeier and published by Illusion Road. This book was released on 2017-05-06 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does a video game director actually do? What guiding principles do they follow while leading a team of game creators? Longtime Ratchet & Clank director, Brian Allgeier, boils down his decades of experience into 101 fully illustrated tips. Written for both aspiring and experienced creative leaders, this book covers the expansive and multi-faceted role of the director, from developing the initial vision to key methods on tackling design, story development, and production challenges. 5 essential qualities of a creative director: 1. Hold the Vision 2. Provide Structure 3. Keep a Creative Toolbox 4. Lead Effectively 5. Know Production For those who are curious about what it takes to be a video game director or want learn more about the art of creative collaboration, this book covers the basic principles for leading and inspiring a team to make great games. "Directing Video Games is a literal loot drop of knowledge, decades of experience concisely and expertly crafted into 101 densely packed tips. Even a page — with no exaggeration — can be transformative to a project’s success." —Brenda Romero, Award winning game designer "This book is one of a kind, and is essential reading for anyone who wants to lead the creation of a video game. It's full of great visuals and excellent advice, and belongs on every game director's bookshelf." —Richard Lemarchand, Associate Professor in the Interactive Media Division, USC "Born of expansive experience, this is a comprehensive book that both beginners and seasoned developers should keep at their side." —Michael John, Program Director of Games and Playable Media, UCSC "Brian has managed an incredible thing—to present a broadly complex, multi-faceted role in bite-sized, easy to digest nuggets of sage advice." —Marcus Smith, Creative Director of Resistance 3 and Sunset Overdrive
Download or read book Play These Games written by Heather Swain and published by Penguin Group. This book was released on 2012-05-01 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using simple, everyday items found around the house, Play These Games will inspire kids and the young at heart with a spectrum of ingenious games to make and play so they’ll never be bored again! •Gather family photos to create a personalized set of Go Fish cards •Grab loose buttons for button golf, shuffle button, and button hockey •Unleash your inner pinball wizard with a clothespin and cardboard box version of the arcade classic •Get out the hula hoops and brooms for a backyard jousting tournament •Try one of fifteen variations of the classic game of Tag Whether it’s competitive or cooperative, for large groups or duos, the games in this clever guide are fun to create and a blast to play.
Download or read book Internet and Network Economics written by Paul Spirakis and published by Springer. This book was released on 2006-11-28 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Workshop on Internet and Network Economics, WINE 2006, held in Patras, Greece in December 2006. It contains 32 papers that contain foundational and mathematical work for solving problems in internet technologies, grid computing, network communication protocols, as well as social economic issues in virtual communities enabled through the World Wide Web.
Download or read book Speccy Nation written by Dan Whitehead and published by Createspace Independent Pub. This book was released on 2012-09-06 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: A tribute to the ZX Spectrum and the golden age of British gaming from veteran games journalist Dan Whitehead. Witty write-ups on fifty classic games that helped define the ZX Spectrum.
Download or read book At a Distance written by Annmarie Chandler and published by MIT Press. This book was released on 2005 with total page 516 pages. Available in PDF, EPUB and Kindle. Book excerpt: The theory and practice of networked art and activism, including mail art, sound art, telematic art, fax art, Fluxus, and assemblings. Networked collaborations of artists did not begin on the Internet. In this multidisciplinary look at the practice of art that takes place across a distance--geographical, temporal, or emotional--theorists and practitioners examine the ways that art, activism, and media fundamentally reconfigured each other in experimental networked projects of the 1970s and 1980s. By providing a context for this work--showing that it was shaped by varying mixes of social relations, cultural strategies, and political and aesthetic concerns-- At a Distance effectively refutes the widely accepted idea that networked art is technologically determined. Doing so, it provides the historical grounding needed for a more complete understanding of today's practices of Internet art and activism and suggests the possibilities inherent in networked practice. At a Distance traces the history and theory of such experimental art projects as Mail Art, sound and radio art, telematic art, assemblings, and Fluxus. Although the projects differed, a conceptual questioning of the "art object," combined with a political undermining of dominant art institutional practices, animated most distance art. After a section that sets this work in historical and critical perspective, the book presents artists and others involved in this art "re-viewing" their work--including experiments in "mini-FM," telerobotics, networked psychoanalysis, and interactive book construction. Finally, the book recasts the history of networks from the perspectives of politics, aesthetics, economics, and cross-cultural analysis.
Download or read book LEGO Gadgets written by Klutz and published by . This book was released on 2018-03 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build 11 machines, includes all the LEGO bricks you need. From the 'practical' (a mechanical hand to pick things up for you) to the intriguing (a machine that makes crinkled paper) to the flat-out ridiculous (astronaut training for your mini-figures!), these projects encourage kids to explore the possibilities hidden in their LEGO collection. Inspires open-ended creativity to not just build the models in this book, but also to experiment with their own modifications to be faster, more accurate, or more complex.
Download or read book Unschooling To University written by Judy Arnall and published by Professional Parenting. This book was released on 2018-09-21 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.