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Book The Message Game  A Guide to Dating at the Touch of a Button

Download or read book The Message Game A Guide to Dating at the Touch of a Button written by Ice White and published by Olcan Press. This book was released on 2020-01-07 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Message Game is about many things. It's not just a dating guide for men to get dates quickly and efficiently through dating apps like Tinder, or social media. It's about becoming a good communicator, knowing how to lead conversations and being able to set up genuinely fun activities that maximize your sexual results and relationships. With hundreds of analyzed screenshots collected from dedicated Message Game followers and Ice White himself, this is a visual guide with real stories of sex and adventures, and real conversations that have provided an understanding of successes and failures. All the learning has been done for you and compiled into a structured guide that can answer all your possible questions. From maximizing how many contacts and phone numbers you get to setting up dates quickly, from getting dates to getting laid, and from logistics to escalation. The book also features special sections that are especially useful, such as: The Situation Index - A table of common situations with references to every single page that has explained or showed the given situation. She isn't responding? She doesn't want anything serious? She says she is busy? She is only visiting your town or city? She thinks you just want sex? Whatever it is, we have the pages. Frequently Asked Questions - A summary of many common questions, such as how long you should wait to reply, how iften you should message someone, if you should use Tinder superlikes, if you should swipe a certain way on Tinder, and SO MUCH MORE. Without hesitation, this book is your own personal guide to getting the dates you want as frequently as possible.

Book Text Game

    Book Details:
  • Author : Kate Cann
  • Publisher : Stoke Books
  • Release : 2013
  • ISBN : 9781781121719
  • Pages : 72 pages

Download or read book Text Game written by Kate Cann and published by Stoke Books. This book was released on 2013 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mel's has a new boyfriend and he's perfect! She can't believe he's going out with her. But then the weird texts start. They say Ben's seeing someone else. Should Mel ignore them? Or could they be telling the truth?

Book The Ultimate Guide to Text and Phone Game

Download or read book The Ultimate Guide to Text and Phone Game written by Braddock and published by . This book was released on 2012-05 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ORIGINAL: As seen on Dr. Phil, MAXIM; Men's Health, The New York Times, PLAYBOY, and many more! REVEALED: How Pick Up Artists get more phone numbers and turn phone numbers into dates! Picking up young, beautiful women is changing. Phones, texting, and social media are much bigger parts of women's dating lives than they were five years ago. Attention spans are shorter. If you're not relevant to her - day to day, not just on "date night" - someone else will be. That's why we're giving you the top secret techniques that the world's top pickup artists have been using and refining for the past two years. Now you can use them too. Here's what you'll be able to do after just the first few pages: Get her number almost EVERY TIME using the "magic words" that make flaking nearly impossible. (pg. 14-15) Avoid the one fatal error that 60% of guys make after getting her phone number that kills their chances right then and there. (pg. 12-13) Know whether to use phone or text (pg. 29-31) and how long to wait to get in touch (pg. 31-5) for every situation. Use "callback humor" to make sure your first phone call has her dying to see you again... but only if you set it up properly when you first met her. (pg. 21-24) Text her while you're still talking to her so that your conversation continues 'naturally' even after you leave - and leads to a same night encounter or a date. Choose from among dozens of scripted messages to send. (pg. 15-18)

Book Beginning HTML5 Games with CreateJS

Download or read book Beginning HTML5 Games with CreateJS written by Brad Manderscheid and published by Apress. This book was released on 2014-03-31 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning HTML5 Games with CreateJS provides a hands-on approach to get you up and running with the most comprehensive tools available for HTML5 Canvas game development. Whether you are brand new to making games or an experienced game developer, you’ll learn to fully utilize the CreateJS suite to bring your new or existing game techniques to desktop and mobile devices. This book covers everything from creating graphics in HTML5 Canvas to capturing user input (whether from keyboard, mouse, or touch) to using a state machine for efficient game control. There are practical (and fun) examples throughout the book, with four full game projects, including a mobile RPG. The book also covers optimizing your games for mobile and publishing them to app stores. HTML5 games are growing more and more popular, and the demand for HTML5 Canvas skills is on the rise. The CreateJS suite is a powerful toolset that will help you manage Canvas drawing and animations, asset loading, sound management, complex tweening, and much more. Using these robust libraries, you can build powerful and engaging games that reach a wide range of audiences and devices.

Book Computer Games

    Book Details:
  • Author : Tristan Cazenave
  • Publisher : Springer
  • Release : 2019-06-28
  • ISBN : 3030243370
  • Pages : 169 pages

Download or read book Computer Games written by Tristan Cazenave and published by Springer. This book was released on 2019-06-28 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 7th Workshop on Computer Games, CGW 2018, held in conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018 in Stockholm, Sweden, in July 2018. The 8 full papers presented in this volume were carefully reviewed and selected from 15 submissions. They cover a wide range of topics related to video games; general game playing.- machine learning and Monte Carlo tree search.

Book Game Time

    Book Details:
  • Author : Christopher Hanson
  • Publisher : Indiana University Press
  • Release : 2018-03-08
  • ISBN : 0253032849
  • Pages : 273 pages

Download or read book Game Time written by Christopher Hanson and published by Indiana University Press. This book was released on 2018-03-08 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Book The Fictive and the Imaginary

Download or read book The Fictive and the Imaginary written by Wolfgang Iser and published by Johns Hopkins University Press. This book was released on 1993-03-01 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pioneer of "literary anthropology," Wolfgang Iser presents a wide-ranging and comprehensive exploration of this new field in an attempt to explain the human need for the "particular form of make-believe" known as literature. Ranging from the Renaissance pastoral to Coleridge to Sartre and Beckett, The Fictive and the Imaginary is a distinguished work of scholarship from one of Europe's most respected and influential critics.

Book The Game Design Reader

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2005-11-23
  • ISBN : 0262303175
  • Pages : 955 pages

Download or read book The Game Design Reader written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2005-11-23 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Book Game Feel

    Book Details:
  • Author : Steve Swink
  • Publisher : CRC Press
  • Release : 2008-10-13
  • ISBN : 1482267330
  • Pages : 377 pages

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Book Foundation Game Design with HTML5 and JavaScript

Download or read book Foundation Game Design with HTML5 and JavaScript written by Rex van der Spuy and published by Apress. This book was released on 2013-01-28 with total page 747 pages. Available in PDF, EPUB and Kindle. Book excerpt: Foundation Game Design with HTML5 and JavaScript teaches you everything you need to know about how to make video games. If you’ve never done any programming before and don’t know where to start, this book will show you how to make games from start to finish. You’ll learn all the latest programming technologies (HTML5, CSS, and JavaScript) to create your games. All written in a fun and friendly style with open-ended projects that encourage you to build your own original games. Foundation Game Design with HTML5 and JavaScript starts by showing you how you can use basic programing to create logic games, adventure games, and create interactive game graphics. Design a game character, learn to control it with the keyboard, mouse, or touch screen interface, and then learn how to use collision detection to build an interactive game world. You’ll learn to make maze games, platform jumping games, and fast paced action games that cover all the popular genres of 2D gaming. Create intelligent enemies, use realistic physics, sound effects and music, and learn how to animate game characters. Whether you're creating games for the web or mobile devices, everything you need to get started on a career as a game designer is right here. Focused and friendly introduction to making games with HTML5. Essential programming and graphic design techniques for building games, with each chapter gently building on the skills of preceding chapters. Detailed case studies demonstrating techniques that can be used for making games in a wide variety of genres.

Book  Not  In the Game

    Book Details:
  • Author : Regina Seiwald
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2023-08-21
  • ISBN : 3110732920
  • Pages : 230 pages

Download or read book Not In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Book Playing for Real

Download or read book Playing for Real written by K. G. Binmore and published by Oxford University Press. This book was released on 2007-03-29 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.

Book The Most Dangerous Game

    Book Details:
  • Author : Richard Connell
  • Publisher : Lindhardt og Ringhof
  • Release : 2023-02-23
  • ISBN : 8728187490
  • Pages : 28 pages

Download or read book The Most Dangerous Game written by Richard Connell and published by Lindhardt og Ringhof. This book was released on 2023-02-23 with total page 28 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sanger Rainsford is a big-game hunter, who finds himself washed up on an island owned by the eccentric General Zaroff. Zaroff, a big-game hunter himself, has heard of Rainsford’s abilities with a gun and organises a hunt. However, they’re not after animals – they’re after people. When he protests, Rainsford the hunter becomes Rainsford the hunted. Sharing similarities with "The Hunger Games", starring Jennifer Lawrence, this is the story that created the template for pitting man against man. Born in New York, Richard Connell (1893 – 1949) went on to become an acclaimed author, screenwriter, and journalist. He is best remembered for the gripping novel "The Most Dangerous Game" and for receiving an Oscar nomination for the screenplay "Meet John Doe".

Book GAME DEVELOPMENT

    Book Details:
  • Author : NARAYAN CHANGDER
  • Publisher : CHANGDER OUTLINE
  • Release : 2024-03-10
  • ISBN :
  • Pages : 124 pages

Download or read book GAME DEVELOPMENT written by NARAYAN CHANGDER and published by CHANGDER OUTLINE. This book was released on 2024-03-10 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE GAME DEVELOPMENT MCQ (MULTIPLE CHOICE QUESTIONS) SERVES AS A VALUABLE RESOURCE FOR INDIVIDUALS AIMING TO DEEPEN THEIR UNDERSTANDING OF VARIOUS COMPETITIVE EXAMS, CLASS TESTS, QUIZ COMPETITIONS, AND SIMILAR ASSESSMENTS. WITH ITS EXTENSIVE COLLECTION OF MCQS, THIS BOOK EMPOWERS YOU TO ASSESS YOUR GRASP OF THE SUBJECT MATTER AND YOUR PROFICIENCY LEVEL. BY ENGAGING WITH THESE MULTIPLE-CHOICE QUESTIONS, YOU CAN IMPROVE YOUR KNOWLEDGE OF THE SUBJECT, IDENTIFY AREAS FOR IMPROVEMENT, AND LAY A SOLID FOUNDATION. DIVE INTO THE GAME DEVELOPMENT MCQ TO EXPAND YOUR GAME DEVELOPMENT KNOWLEDGE AND EXCEL IN QUIZ COMPETITIONS, ACADEMIC STUDIES, OR PROFESSIONAL ENDEAVORS. THE ANSWERS TO THE QUESTIONS ARE PROVIDED AT THE END OF EACH PAGE, MAKING IT EASY FOR PARTICIPANTS TO VERIFY THEIR ANSWERS AND PREPARE EFFECTIVELY.

Book Head First C

    Book Details:
  • Author : Andrew Stellman
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2010-05-18
  • ISBN : 1449380344
  • Pages : 838 pages

Download or read book Head First C written by Andrew Stellman and published by "O'Reilly Media, Inc.". This book was released on 2010-05-18 with total page 838 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers C♯ & .NET 4.0 and Visual Studio 2010, and teaches everything from inheritance to serialization.--[book cover].

Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Book Games and Learning Alliance

Download or read book Games and Learning Alliance written by Pierpaolo Dondio and published by Springer Nature. This book was released on 2023-11-28 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters