Computer Games

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Basic Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 185 pages
File Size : 55,5 Mb
Release : 1981
Category : BASIC (Computer program language)
ISBN : OCLC:28877106

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Basic Computer Games by David H. Ahl Pdf

Computer Games for Learning

Author : Richard E. Mayer
Publisher : MIT Press
Page : 303 pages
File Size : 52,9 Mb
Release : 2014-07-11
Category : Education
ISBN : 9780262027571

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Computer Games for Learning by Richard E. Mayer Pdf

A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Invent Your Own Computer Games with Python, 4th Edition

Author : Al Sweigart
Publisher : No Starch Press
Page : 377 pages
File Size : 55,6 Mb
Release : 2016-12-16
Category : Computers
ISBN : 9781593277956

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Invent Your Own Computer Games with Python, 4th Edition by Al Sweigart Pdf

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.

Computer Games and Instruction

Author : J. D. Fletcher,Sigmund Tobias
Publisher : IAP
Page : 565 pages
File Size : 44,9 Mb
Release : 2011-05-01
Category : Technology & Engineering
ISBN : 9781617354106

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Computer Games and Instruction by J. D. Fletcher,Sigmund Tobias Pdf

There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Big Computer Games

Author : David H. Ahl
Publisher : Unknown
Page : 0 pages
File Size : 43,6 Mb
Release : 2022-07-02
Category : Electronic
ISBN : 1387853988

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Big Computer Games by David H. Ahl Pdf

Third in the Creative Computing series of best-selling computer games books, Big Computer Games contains 12 challenging games for solo and group play - Lost & Forgotten Island, Trucker, Dukedom, Cribbage, Star Merchant, Mu-Torere, Streets of the City, Eliza, Presidential Campaign, Monster Combat, Survival, and Rollercoaster. Also included are sections on how to write your own adventure game and how to integrate action video with your computer games. This "Enhanced Edition" has a new preface from David H. Ahl. Program listings, sample runs, and descriptions are presented with each game, and all games are written in standard Microsoft Basic, which is adaptable to most micro-computers. David H. Ahl is the editor-in-chief and founder of Creative Computing magazine

Little Book of Video Games

Author : Melissa Brinks
Publisher : Hachette UK
Page : 191 pages
File Size : 45,7 Mb
Release : 2020-07-14
Category : Games & Activities
ISBN : 9780762496563

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Little Book of Video Games by Melissa Brinks Pdf

Revisit your favorites, find something new, or play your way through this light-hearted guide to the most celebrated and iconic arcade, console, and computer games from the 1950s to the 2000s. An accessible, informative look at the history and evolution some of the most popular and iconic video games from their early beginnings up to the 2000s. Author Melissa Brinks explores each influential game and its impact on they would have on the games that would follow, with brief, engaging profiles and surprising trivia that is perfect for fans of all levels. From the groundbreaking games of the 1950s to the genre-defining games of the 60s and 70s to the modern classics of the 1990s and early 2000s, The Little Book of Video Games includes games from a wide variety of genres and consoles including (but not limited to): Pong, Spacewar!, Adventure, Pac-Man, Rogue, Donkey Kong, Galaga, Dragon's Lair, Tetris, Super Mario Bros., The Oregon Trail, Castlevania, Legend of Zelda, Final Fantasy, Mega Man, SimCity, Mother, Mortal Kombat, Myst, Doom, Warcraft, Diablo, Tomb Raider, Pokémon, Tamagotchi, GoldenEye 007, Ultima Online, Metal Gear Solid, Dance Dance Revolution, Half-Life, Silent Hill, The Sims, and more. Now you can learn, share, and enjoy your favorite classic video games without having to press a power button!

Digital Games, Revised Edition

Author : Ananda Mitra
Publisher : Infobase Holdings, Inc
Page : 126 pages
File Size : 40,9 Mb
Release : 2020-03-01
Category : Science
ISBN : 9781438182650

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Digital Games, Revised Edition by Ananda Mitra Pdf

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.

Computer Games for Learning

Author : Richard E. Mayer
Publisher : MIT Press
Page : 303 pages
File Size : 49,9 Mb
Release : 2014-07-18
Category : Education
ISBN : 9780262324519

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Computer Games for Learning by Richard E. Mayer Pdf

A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Computer Games and Technical Communication

Author : Jennifer deWinter,Ryan M. Moeller
Publisher : Routledge
Page : 334 pages
File Size : 44,9 Mb
Release : 2016-05-23
Category : Language Arts & Disciplines
ISBN : 9781317162612

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Computer Games and Technical Communication by Jennifer deWinter,Ryan M. Moeller Pdf

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Computer Games and the Social Imaginary

Author : Graeme Kirkpatrick
Publisher : Polity
Page : 229 pages
File Size : 51,5 Mb
Release : 2013-10-07
Category : Games & Activities
ISBN : 9780745641102

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Computer Games and the Social Imaginary by Graeme Kirkpatrick Pdf

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

The Effects of Video Games on Children

Author : Barrie Gunter
Publisher : A&C Black
Page : 186 pages
File Size : 48,9 Mb
Release : 1998-01-01
Category : Social Science
ISBN : 1850758336

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The Effects of Video Games on Children by Barrie Gunter Pdf

The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Video Games

Author : Kevin Hile
Publisher : Greenhaven Publishing LLC
Page : 106 pages
File Size : 51,7 Mb
Release : 2009-10-26
Category : Young Adult Nonfiction
ISBN : 9781420503067

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Video Games by Kevin Hile Pdf

The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

Computers and Games for Mental Health and Well-Being

Author : Yasser Khazaal,Jérôme Favrod,Anna Sort,François Borgeat,Stéphane Bouchard
Publisher : Frontiers Media SA
Page : 311 pages
File Size : 49,5 Mb
Release : 2018-07-12
Category : Video games in education
ISBN : 9782889454969

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Computers and Games for Mental Health and Well-Being by Yasser Khazaal,Jérôme Favrod,Anna Sort,François Borgeat,Stéphane Bouchard Pdf

Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Computer Games

Author : Blair Carter
Publisher : Nova Publishers
Page : 182 pages
File Size : 46,7 Mb
Release : 2002
Category : Games & Activities
ISBN : 1590335260

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Computer Games by Blair Carter Pdf

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Science Fiction Video Games

Author : Neal Roger Tringham
Publisher : CRC Press
Page : 528 pages
File Size : 51,6 Mb
Release : 2014-09-10
Category : Computers
ISBN : 9781482203899

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Science Fiction Video Games by Neal Roger Tringham Pdf

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a