Download or read book The Sims Bustin Out written by Greg Kramer and published by Prima Games. This book was released on 2003 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go to Town! -Details on all 12 new career paths -Tips for unlocking every home, object, mission, and more! -Strategy for completing every objective and keeping your Sim's motives high -New object cost and depreciation tables -Profiles of every Non-Player Character -Details on all the new locations, including the dance club and art gallery -Covers every version, including Game Boy(R) Advance!
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 2 written by Greg Kramer and published by Prima Games. This book was released on 2005 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The guide to unlock everything"--Cover.
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 SAGE Encyclopedia of Out of School Learning written by Kylie Peppler and published by SAGE Publications. This book was released on 2017-04-11 with total page 992 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.
Download or read book Secrets of The Wee Free Men and Discworld written by Linda Washington and published by St. Martin's Griffin. This book was released on 2008-04-15 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating guide to the international bestselling Discworld series and the award-winning The Wee Free Men—soon to be a major motion picture Before J. K. Rowling became the best-selling author in Britain, Terry Pratchett wore that hat. With over 45 million books sold, Pratchett is an international phenomenon. His brainchild is the Discworld series—novels he began as parodies of other works like Macbeth, Faust, and The Arabian Nights. The Wee Free Men, one of Pratchett's most popular novels, will be made into a movie by Spider-Man director Sam Raimi. It's the story of 9-year-old wannabe witch Tiffany Aching, who unites with the Nac Mac Feegle (6-inch-tall blue men who like to fight and love to drink) to free her brother from an evil fairy queen. A fun, interactive guide that will explore the land of Discword, Secrets of The Wee Free Men and Discworld is filled with sidebars, mythology trivia, and includes a bio of the fascinating author Terry Pratchett, and an in-depth analysis of his work. This unofficial guide is a great resource for readers of The Wee Free Men and the other books of the Discworld series.
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 316 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 The Video Games Guide written by Matt Fox and published by McFarland. This book was released on 2012-12-01 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Download or read book The Games Machines written by and published by PediaPress. This book was released on with total page 919 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book UP DOWN UP written by Kim Nordstrom and published by Kim Nordstrom. This book was released on 2024-01-19 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why some game companies succeed while others fail? This book explains why. Game industry veteran Kim Nordström spent two years interviewing over 100 of the industry's most successful founders, CEOs, and leaders, about lessons learned and wisdom gained from their biggest wins and most disastrous failures. UP DOWN UP will help you navigate your game company through success and failure. UP DOWN UP is a cheat code to understand what makes the world's largest game companies succeed. - Justin Waldron, Co-founder, Zynga Kim offers us rare 'backstage access' to the challenges game companies face and insights from the leaders who have navigated them. Any leader looking to strengthen their team and navigate the storms should read this book. You’ll find countless ideas you’ll want to reference back to again and again. - Lyndsay Pearson, VP & Creative Director, the Sims Franchise Kim's book brilliantly distills wisdom from game industry leaders into entertaining lessons. A must-read for practical insights on management. - Alex Pelletier-Normand, CEO, Rovio Kim's book contains some of the best war stories of free-to-play game company building ever collected. - Kristian Segerstrale, CEO, Super Evil Megacorp Every current and future leader in the game industry should have this book on their bookshelves because they will need to go back and reread it over and over again. - Michail "Mishka" Katkoff, Founder, Deconstruction of Fun This book is an amazing treasure trove of wisdom. - Chris Wilson, co-founder & CEO, Grinding Gear Games UP DOWN UP contains quotes and stories from some of the most successful game company leaders and creators in the world: Alexander Seropian, co-founder, Bungie Arjan Brussee, co-founder, Guerilla Audrey Leprince, co-founder & CEO, the Game Bakers Brendan PLAYERUNKNOWN Greene, Creator of PUBG Carolin Krenzer, co-founder & CEO, Trailmix David Helgasson, co-founder & the first CEO, Unity Emily Greer, co-founder & previous CEO, Kongregate Fredrik Wester, CEO, Paradox Interactive Gary Dale, CEO, Sega Europe Hamilton Chu, co-founder & CEO, Second Dinner Ian Livingstone, co-founder & CEO, Games Workshop Igor Bukhman, co-founder & co-CEO, Playrix Ilkka Paananen, co-founder & CEO, Supercell Joakim Archen, co-founder & previous CPO, Next Games Justin Waldron, co-founder, Zynga Kristian Segerstrale, CEO, Super Evil Megacorp Lyndsay Pearson, VP & Creative Director, the Sims Franchise María Sayans, CEO, UsTwo Michail "Miska" Katkoff, Founder, Deconstruction of Fun Niklas Hed, co-founder & the first CEO, Rovio Rina Onur Sirinoglu, co-founder, Peak Rob Pardo, previous CCO, Blizzard Samuli Syvähuoko, co-founder & the first CEO, Remedy Sebastian Knutsson & Riccardo Zacconi, co-founders, King Sophie Vo, Founder, Rise & Play Warren Spector, Creative Director, Deus Ex & Disney Epic Mickey and many more...
Download or read book Porn Pong written by Damon Brown and published by Feral House. This book was released on 2008 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.
Download or read book GameAxis Unwired written by and published by . This book was released on 2004-09 with total page 48 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 Disaster Artist written by Greg Sestero and published by Simon and Schuster. This book was released on 2014-10-07 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In 2003, an independent film called The room ... made its disastrous debut in Los Angeles. Described by one reviewer as 'like getting stabbed in the head,' the six-million-dollar film earned a grand total of $1800 at the box office and closed after two weeks. Ten years later, The room is an international cult phenomenon ... In [this book], actor Greg Sestero, Tommy's costar and longtime best friend, recounts the film's long, strange journey to infamy, unraveling mysteries for fans ... as well as the question that plagues the uninitiated: how the hell did a movie this awful ever get made?"--
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 The Urbz written by Greg Kramer and published by Prima Games. This book was released on 2004 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Be the biggest player in the city. - The best tips for working and playing in all 9 districts - Must-have info for reputation and social interactions - Essential details on all socials, objects, needs, skills, and jobs - Covers two-player and freeplay modes - Special features and cheats for all platforms - Exposes secrets for Game Boy(R) Advance and Nintendo DSTM, plus minigame strategies
Download or read book Information Dynamics in Virtual Worlds written by Woody Evans and published by Elsevier. This book was released on 2011-06-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. - Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities - Provides a clear foundation with appropriate theory for understanding information in virtual worlds - Treats virtual worlds as 'real environments' and observes the behaviour of actors within them
Download or read book Virtual Economy written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-01-16 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Virtual Economy A virtual economy is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun". However, some people do interact with virtual economies for "real" economic benefit. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Virtual economy Chapter 2: Massively multiplayer online role-playing game Chapter 3: World of Warcraft Chapter 4: Twinking Chapter 5: Massively multiplayer online game Chapter 6: Virtual world Chapter 7: Duping (video games) Chapter 8: Free-to-play Chapter 9: Virtual crime Chapter 10: IGE Chapter 11: Gold farming Chapter 12: Gold sink Chapter 13: Virtual currency Chapter 14: Economy of Second Life Chapter 15: Virtual tax Chapter 16: Virtual goods Chapter 17: PlayerAuctions Chapter 18: Massively multiplayer online real-time strategy game Chapter 19: Video game monetization Chapter 20: Skin gambling Chapter 21: Loot box (II) Answering the public top questions about virtual economy. (III) Real world examples for the usage of virtual economy in many fields. 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 virtual economy.