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Book The Domain Game

    Book Details:
  • Author : David Kesmodel
  • Publisher : Xlibris Corporation
  • Release : 2008-05-20
  • ISBN : 1462801013
  • Pages : 276 pages

Download or read book The Domain Game written by David Kesmodel and published by Xlibris Corporation. This book was released on 2008-05-20 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Almost everyone has heard a tale of someone getting rich by selling an Internet domain name for a staggering price. But few understand the secretive world of domain investing, a game that a growing number of people are playing around the globe. The Domain Game chronicles the exploits of leading domain investors and explains how this mysterious market works. Learn how an Oklahoma watermelon farmer wound up owning some of the worlds most valuable Web addresses, from recipes.com to chairs.com, and how a college dropout became a multimillionaire by scooping up domains that others abandoned amid the dot-com bust. Find out how the rise of Google and Yahoo has helped boost the fortunes of domain investors. And explore the shenanigans of investors who snag names associated with corporate trademarks. Finally, read how you can jump into this exciting market with a relatively small initial investment. Its a market with high risk, but huge potential reward.

Book Domain

    Book Details:
  • Author : James Herbert
  • Publisher : Pan Macmillan
  • Release : 2011-05-11
  • ISBN : 1447203380
  • Pages : 444 pages

Download or read book Domain written by James Herbert and published by Pan Macmillan. This book was released on 2011-05-11 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: Apocalyptic survival at its most terrifying. The third in the Rats trilogy, international bestseller James Herbert's Domain pits man against mutant rats, who are back with a vengeance. The long-dreaded nuclear conflict. The city torn apart, shattered, its people destroyed or mutilated beyond hope. For just a few, survival is possible only beneath the wrecked streets – if there is time to avoid the slow-descending poisonous ashes. But below, the rats, demonic offspring of their irradiated forebears, are waiting. They know that Man is weakened, become frail. Has become their prey . . . Start the Master of Horror's chilling series from the beginning with The Rats and Lair.

Book Domain Names For Dummies

Download or read book Domain Names For Dummies written by GreatDomains.com and published by For Dummies. This book was released on 2001-04-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: These days, every business or organization needs a Web presence. But how to youfind and register a memorable Web address? In this easy-to-follow guide, apreeminent domain name services firm walks you through the ins and outs of thedomain name game, from registering and trademarking a new name to buying orselling an existing site.

Book The Game Console 2 0

Download or read book The Game Console 2 0 written by Evan Amos and published by No Starch Press. This book was released on 2021-09-08 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

Book The Domain Name Handbook

Download or read book The Domain Name Handbook written by Ellen Rony and published by Cmp Books. This book was released on 1998 with total page 645 pages. Available in PDF, EPUB and Kindle. Book excerpt: An administrator's guide to navigating the domain name game. This handbook for system administrators describes Internet domain policies and procedures; investigates the confusions and conflicts people often face when registering names for their Web sites; and details attempts to reconcile Internet name use for commerce with trademark laws of precedence.

Book Game Theory

    Book Details:
  • Author : Michael Maschler
  • Publisher : Cambridge University Press
  • Release : 2020-06-25
  • ISBN : 1108493459
  • Pages : 1053 pages

Download or read book Game Theory written by Michael Maschler and published by Cambridge University Press. This book was released on 2020-06-25 with total page 1053 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new edition is unparalleled in breadth of coverage, thoroughness of technical explanations and number of worked examples.

Book 21st Century Game Design

    Book Details:
  • Author : Chris Mark Bateman
  • Publisher : Charles River Media Game Devel
  • Release : 2006
  • ISBN : 9781584504290
  • Pages : 332 pages

Download or read book 21st Century Game Design written by Chris Mark Bateman and published by Charles River Media Game Devel. This book was released on 2006 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).

Book Persuasive Games

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Book The Master of Game

Download or read book The Master of Game written by Edward (of Norwich) and published by . This book was released on 1909 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Data Science

    Book Details:
  • Author : Magy Seif El-Nasr
  • Publisher : Oxford University Press
  • Release : 2021-09-30
  • ISBN : 0192652710
  • Pages : 320 pages

Download or read book Game Data Science written by Magy Seif El-Nasr and published by Oxford University Press. This book was released on 2021-09-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.

Book Describing and Studying Domain Specific Serious Games

Download or read book Describing and Studying Domain Specific Serious Games written by Joke Torbeyns and published by Springer. This book was released on 2015-09-14 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.

Book The Game Design Reader

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2005-11-23
  • ISBN : 0262195364
  • 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 Toward a Comparative Institutional Analysis

Download or read book Toward a Comparative Institutional Analysis written by Masahiko Aoki and published by MIT Press. This book was released on 2001-11-09 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: A conceptual and analytical framework for understanding economic institutions and institutional change. Markets are one of the most salient institutions produced by humans, and economists have traditionally analyzed the workings of the market mechanism. Recently, however, economists and others have begun to appreciate the many institution-related events and phenomena that have a significant impact on economic performance. Examples include the demise of the communist states, the emergence of Silicon Valley and e-commerce, the European currency unification, and the East Asian financial crises. In this book Masahiko Aoki uses modern game theory to develop a conceptual and analytical framework for understanding issues related to economic institutions. The wide-ranging discussion considers how institutions evolve, why their overall arrangements are robust and diverse across economies, and why they do or do not change in response to environmental factors such as technological progress, global market integration, and demographic change.

Book Synthetic Worlds

    Book Details:
  • Author : Edward Castronova
  • Publisher : University of Chicago Press
  • Release : 2008-09-15
  • ISBN : 0226096319
  • Pages : 346 pages

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Book Game Development Tool Essentials

Download or read book Game Development Tool Essentials written by Paula Berinstein and published by Apress. This book was released on 2014-06-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Development Tool Essentials provides must-have tips and tricks from industry professionals for strengthening and streamlining your game tools pipeline. Everyone knows the game tools pipeline is important, but in the current environment of shrinking budgets and increased time pressure, developers often have to settle for inefficient, ad hoc, messy pipelines. This unique book will break you out of that cycle. The practical, expert insights contained within will enable you to work faster and more efficiently, so you can spend more time making cool things. Game Development Tool Essentials pools the knowledge and experience of working developers over four critical aspects of the game tools pipeline: asset and data management, geometry and models, Web tools, and programming. Within those sections, you will learn cutting-edge techniques on essential subjects such as COLLADA rendering, exporting and workflow; asset management and compiler architecture; and moving tools to the cloud. If you’re a game developer, you need Game Development Tool Essentials. Covers readily available tools and tools developers can build themselves. Presents 96 code samples, 81 illustrations, and end-of-chapter references. Special chapter on moving tools to the cloud.

Book Game Analytics

    Book Details:
  • Author : Magy Seif El-Nasr
  • Publisher : Springer Science & Business Media
  • Release : 2013-03-30
  • ISBN : 1447147693
  • Pages : 792 pages

Download or read book Game Analytics written by Magy Seif El-Nasr and published by Springer Science & Business Media. This book was released on 2013-03-30 with total page 792 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.