Godlike Gaming

Godlike Gaming Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Godlike Gaming book. This book definitely worth reading, it is an incredibly well-written.

Godlike Gaming

Author : Anonim
Publisher : LexInnova Technologies, LLC
Page : 26 pages
File Size : 52,8 Mb
Release : 2014-07-01
Category : Electronic
ISBN : 8210379456XXX

Get Book

Godlike Gaming by Anonim Pdf

The video gaming industry is the fastest growing segment in the entertainment industry. Worth US$71 billion, it has already surpassed the music industry and is fast catching up with the US$87 billion film industry. This report provides a thorough patent trend analysis of five technologies that would set the course of the future of gaming.

Crash Course in Gaming

Author : Suellen S. Adams
Publisher : Bloomsbury Publishing USA
Page : 276 pages
File Size : 52,9 Mb
Release : 2013-11-25
Category : Language Arts & Disciplines
ISBN : 9798216067177

Get Book

Crash Course in Gaming by Suellen S. Adams Pdf

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.

Video Gaming

Author : Anonim
Publisher : PediaPress
Page : 189 pages
File Size : 51,9 Mb
Release : 2024-06-28
Category : Electronic
ISBN : 8210379456XXX

Get Book

Video Gaming by Anonim Pdf

Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

Changing the Game

Author : Lucy Chow
Publisher : Greenleaf Book Group
Page : 349 pages
File Size : 42,5 Mb
Release : 2022-09-27
Category : Business & Economics
ISBN : 9781632995001

Get Book

Changing the Game by Lucy Chow Pdf

The Future Is Now Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation. Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success.

Using Computer Science in Digital Gaming Careers

Author : Jennifer Culp
Publisher : The Rosen Publishing Group, Inc
Page : 82 pages
File Size : 41,8 Mb
Release : 2017-07-15
Category : Juvenile Nonfiction
ISBN : 9781508175223

Get Book

Using Computer Science in Digital Gaming Careers by Jennifer Culp Pdf

Over the past three decades, video games have moved from the arcade to the home to the palm of a player�s hand. And all of those changes have been made possible through technological advancements and application of these advancements through coding. This guide gives those who have already decided to apply their skills to creating digital games, as well as those who love games but don�t have a solid career path in mind, the tools and knowledge that every job seeker needs to begin building a career.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2164 pages
File Size : 54,6 Mb
Release : 2010-11-30
Category : Games & Activities
ISBN : 9781609601966

Get Book

Gaming and Simulations: Concepts, Methodologies, Tools and Applications by Management Association, Information Resources Pdf

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Gamer's Tome of Ultimate Wisdom 2006

Author : William Abner
Publisher : Que Publishing
Page : 340 pages
File Size : 52,7 Mb
Release : 2005-12
Category : Games & Activities
ISBN : 0789734656

Get Book

Gamer's Tome of Ultimate Wisdom 2006 by William Abner Pdf

Your dose of gaming goodness for Xbox, PlayStation, GameCube, GameBoy, PCs, Macs, and Linux!The 2006 Gamer’s Tome of Ultimate Wisdom: An Almanac of Pimps, Orcs and Lightsabersis filled with entertaining reviews, previews, and commentaries on all gaming platforms and the gaming industry as a whole. The book takes a month-by-month look back at the significant game releases of 2005 and looks ahead to the exciting titles you can expect to see in 2006. Along the way theGamer’s Tomeoffers insights into anything and everything that has to do with gaming, including why sports games are the biggest rip-off in the industry, advice on how to talk about games in public without being shunned by “regular” people and even what energy drinks give you that extra oomph you need to get through an all-night LAN party. This book is for you if you view gaming - be it PC, console or handheld gaming - as a major component of your life!

Handbook of Research on Effective Electronic Gaming in Education

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 1762 pages
File Size : 45,7 Mb
Release : 2008-07-31
Category : Technology & Engineering
ISBN : 9781599048116

Get Book

Handbook of Research on Effective Electronic Gaming in Education by Ferdig, Richard E. Pdf

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Halos and Avatars

Author : Craig Detweiler
Publisher : Westminster John Knox Press
Page : 224 pages
File Size : 40,9 Mb
Release : 2010-01-25
Category : Religion
ISBN : 9781611640045

Get Book

Halos and Avatars by Craig Detweiler Pdf

Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.

Horizons

Author : Richard Gorman
Publisher : Lulu.com
Page : 204 pages
File Size : 49,8 Mb
Release : 2017-02
Category : Games & Activities
ISBN : 9781326894993

Get Book

Horizons by Richard Gorman Pdf

Welcome to a unique, intuitive and fast moving fantasy role-playing game. Supremely adaptable, you will be able to recreate your favourite fantasy world or develop your own land of magic, mystery and conflict. Playable with a standard deck of playing cards, a 14 sided dice or nothing at all but pencils, paper and a vivid imagination. Inside you'll find - -A swift and straightforward storytelling system -Character creation possibilities galore -A huge range of magical styles and traditions supported with dozens of spells -A plethora of customisable combat options -Extensive equipment listings -A wealth of astonishing creatures and personalities -An introductory scenario to get you up and running -Buckets of options and resources to help you tailor Horizons to your own needs and preferences Leave the mundane behind and dive mind first into a world of wonder.

Edinburgh Companion to Gothic and the Arts

Author : David Punter
Publisher : Edinburgh University Press
Page : 520 pages
File Size : 53,8 Mb
Release : 2019-08-05
Category : Art, Gothic
ISBN : 9781474432375

Get Book

Edinburgh Companion to Gothic and the Arts by David Punter Pdf

The Gothic is a contested and complicated phenomenon, extending over many centuries and across all the arts. In The Edinburgh Companion to the Gothic and the Arts, the range of essays run from medieval architecture and design to contemporary gaming and internet fiction; from classical painting to the modern novel; from ballet and dance to contemporary Goth music. The contributors include many of the best-known critics of the Gothic (e.g., Hogle, Punter, Spooner, Bruhm) as well as newer names such as Kirk and Round. The editor has put all these contributors in touch with each other in the preparation of their essays in order to ensure the maximum benefit to the reader by producing a well-integrated book which will prove much more than a collection of disparate essays, but rather a distinctive contribution to a field.

How To Be a Professional Gamer

Author : Fnatic,Kikis,YellOwStar,Spirit,Febiven,Rekkles,Mike Diver
Publisher : Random House
Page : 256 pages
File Size : 43,6 Mb
Release : 2016-10-06
Category : Computers
ISBN : 9781473538443

Get Book

How To Be a Professional Gamer by Fnatic,Kikis,YellOwStar,Spirit,Febiven,Rekkles,Mike Diver Pdf

It’s time to become a Legend. Watched by millions and contested by the best professional gamers in the world, League of Legends is more than a game. Since the very beginnning of eSports, Fnatic have been competing at the highest level. In 2011, they won the World Championships and in 2015 they achieved the impossible: an entire regular season undefeated. In How to be a Professional Gamer, they take you inside the elite world of the sport, and into the world of competitive gaming. Sharing their knowledge, expertise, and strategies, it’s only a matter of time before you’re a world champion, too. Including tips on game strategy, teamwork and mental strength, How to be a Professional Gamer is both a guide for how to improve as a regular gamer, and the story of Fnatic and how they’ve conquered the world of eSports. Are you ready?

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 194 pages
File Size : 42,7 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157380

Get Book

Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Handbook of Computer Game Studies

Author : Joost Raessens,Jeffrey Goldstein
Publisher : MIT Press
Page : 471 pages
File Size : 52,8 Mb
Release : 2011-08-19
Category : Computers
ISBN : 9780262516587

Get Book

Handbook of Computer Game Studies by Joost Raessens,Jeffrey Goldstein Pdf

A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Heritage, Memory and Identity in Postcolonial Board Games

Author : Michal Mochocki
Publisher : Taylor & Francis
Page : 137 pages
File Size : 51,9 Mb
Release : 2023-08-04
Category : Games & Activities
ISBN : 9781000918076

Get Book

Heritage, Memory and Identity in Postcolonial Board Games by Michal Mochocki Pdf

Heritage, Memory and Identity in Postcolonial Board Games is a unique edited collection that explores the interplay of heritage, memory, identity and history within postcolonial board games and their surrounding paratexts. It also examines critiques of these games within the gamer communities and beyond. Drawing on a range of international contributions, examples and case studies, this book shows how colonialism-themed games work as representations of the past that are influenced by existing heritage narratives and discourses. It also considers the implications of using colonial histories in games and its impact on its audience, the games’ players. Heritage, Memory and Identity in Postcolonial Board Games will be relevant to scholars and postgraduate students in the fields of game studies, game design or development, heritage studies, postcolonial criticism, media studies, and history. It will also be beneficial to practicing game developers.