Skip to content

Amoscassidy Author

Full PDF eBook Download and Read Full

Menu
  • Home
  • Contact
  • DMCA
  • Privacy Policy
  • Cookie Privacy Policy
  • Terms of Use
Menu

RollerCoaster Tycoon 2

Released on 2002
RollerCoaster Tycoon 2

Author: David Knight

Publisher: Prima Lifestyles

ISBN: 0761539743

Category: RollerCoaster tycoon

Page: 252

View: 606

Get Ready for the Ride of Your Life! - Strategies for beating every scenario in the game - Tactics for maximizing your theme park's efficiency - Comprehensive statistics on every coaster to help you pick the right ride every time - Detailed information on the new scenario editor and its functions - Theme-based design suggestions, tips, and tricks

Maximum PC

Released on 2000-03
Maximum PC

Author:

Publisher:

ISBN:

Category:

Page: 108

View: 156

Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Learning to Play

Released on 2011
Learning to Play

Author: Myint Swe Khine

Publisher: Peter Lang

ISBN: 1433112353

Category: Video games

Page: 234

View: 765

Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.

The Video Games Guide

Released on 2013-01-03
The Video Games Guide

Author: Matt Fox

Publisher: McFarland

ISBN: 9780786472574

Category: Games & Activities

Page: 385

View: 727

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.

Mac Life

Released on 2007-11
Mac Life

Author:

Publisher:

ISBN:

Category:

Page: 96

View: 790

MacLife is the ultimate magazine about all things Apple. It’s authoritative, ahead of the curve and endlessly entertaining. MacLife provides unique content that helps readers use their Macs, iPhones, iPods, and their related hardware and software in every facet of their personal and professional lives.

Transmediations

Released on 2019-12-10
Transmediations

Author: Niklas Salmose

Publisher: Routledge

ISBN: 9781000761306

Category: Language Arts & Disciplines

Page: 284

View: 704

This collection offers a multi-faceted exploration of transmediations, the processes of transfer and transformation that occur when communicative acts in one medium are mediated again through another. While previous research has explored these processes from a broader perspective, Salmose and Elleström argue that a better understanding is needed of the extent to which the outcomes of communicative acts are modified when transferred across multimodal media toward fostering a better understanding of our knowledge of communication more generally. Building on this imperative as a point of departure, the book details a variety of transmediations, viewed through three different lenses. The first part of the volume looks at narrative transmediations, building on existing work done by Marie-Laure Ryan on transmedia storytelling. The second section focuses less on narratological instances and more on the spatial dynamics of transmediation and the role of embodiment in the process. The final third of the book explores the challenges of transmediating scientific data into narrative format in the context of environmental issues. Taken together, these sections highlight a range of case studies of transmediations and in turn, the complexity and variety of the process, informed by the different methodologies of the different disciplines to which these transmediations belong. This innovative volume will be of particular interest to students and scholars in multimodality, communication, intermediality, semiotics, and adaptation studies.

Games That Sell!

Released on 2003
Games That Sell!

Author: Mark H. Walker

Publisher: Wordware Publishing, Inc.

ISBN: 9781556229503

Category: Video games

Page: 327

View: 705

This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.

Fundamentals of Game Design

Released on 2010-04-07
Fundamentals of Game Design

Author: Ernest Adams

Publisher: New Riders

ISBN: 013210475X

Category: Computers

Page: 696

View: 997

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Simulations and the Future of Learning

Released on 2003-10-27
Simulations and the Future of Learning

Author: Clark Aldrich

Publisher: John Wiley & Sons

ISBN: 9780787971779

Category: Business & Economics

Page: 301

View: 824

Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.

ICT Framework Solutions Year 9

Released on 2005-05-05
ICT Framework Solutions Year 9

Author: Stephen Doyle

Publisher: Nelson Thornes

ISBN: 0748780874

Category: Information technology

Page: 338

View: 102

The student books in this series are in full-colour and designed for ease of use whilst working at a PC. They include find-it-out sections to encourage students to investigate and consider things from different angles.

Andrew Rollings and Ernest Adams on Game Design

Released on 2003
Andrew Rollings and Ernest Adams on Game Design

Author: Andrew Rollings

Publisher: New Riders

ISBN: 1592730019

Category: Computer games

Page: 652

View: 608

How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Released on 2013-05-31
Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Author: Ferdig, Richard E.

Publisher: IGI Global

ISBN: 9781466640191

Category: Education

Page: 361

View: 263

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Full Books

  • The Big Therapy Workbook for Teens
  • RSPB Handbook of British Birds
  • Life-Skills for the University and Beyond
  • Enhancing Scholarly Work on Teaching and Learning
  • The Law of Clean Energy
  • Troubleshooting iOS
  • The Writing Template Book
  • Seneca: Phaedra
  • Introduction to Phase Equilibria in Ceramics
  • World Heritage Craze in China
  • Superbike 2015-2016
  • The Alkaline Reset Cleanse
  • Beyond Willpower
  • Alter-Politics
  • Group Coordination and Cooperative Control
  • Scripts People Live
  • Advances in the Study of Gas Hydrates
  • McWhirter Theory of Stock Market Forecasting
  • Practice-Based Education
  • Cacti Beginner’s Guide
©2023 Amoscassidy Author | Design: Newspaperly WordPress Theme