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Designing Computer Games

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designing computer games
Subject selection for computer designing?

I am in high school and I want to be involved with computers like designing games or programs…. what subjects would I have to choose for the future years like yr 11

I’m at the same stage as you. Choose software and/or IPT and then you’ll need at least advanced maths as well as possibly extension. If you’re good/ok at physics, do it. Other then that choose what you like. I would recommend software over IPT

Day in the life: Computer game designer


World's Best Board Games


World’s Best Board Games


$9.99


“The World’s Best Board Games is a collection of 17 board games that everyone knows, but with stunning 3D graphics, exciting effects, fantastic sound, and artificial intelligence at three levels of difficulty! Play by yourself against the computer, or against your friends and family. You’ll love playing classic Backgammon, Chinese Checkers, Chess, Othello, Checkers and many more games. Your favorite board games are better than ever on the PC in the World’s Best Board Games!”

Hoyle Puzzle and Board Games 2011


Hoyle Puzzle and Board Games 2011


$19.99


“HOYLE Puzzle & Board Games 2011 is a great collection of favorite games for all ages. From Chinese Checkers and Solitaire, to Hangman and Backgammon, there’s something for everyone! Throw the dice, shuffle the cards and put your strategy to the test. Challenge your friends and family on one computer or play against the witty and personable HOYLE characters. Ceate a character and start playing Hoyle Puzzle and Board Games 2011!”

Engaging Learning: Designing e-Learning Simulation Games


Engaging Learning: Designing e-Learning Simulation Games


$50.84


Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. "Engaging Learning" offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Designing Sound


Designing Sound


$50.86


"Designing Sound" teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner’s perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct "sound objects, " which are more flexible and useful than recordings. Sound is considered as a process, rather than as data–an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout. After mastering the techniques presented in "Designing Sound, " students will be able to build their own sound objects for use in interactive applications and other projects.

LandGrabbers


LandGrabbers


$9.99


“Picture yourself in the Middle Ages, as a brilliant military leader with your own troops and strategies. Now, play like you are! Get ready to spend hours glued to your computer, using your wits to capture enemy fortresses and the surrounding land. LandGrabbers combines classic elements from strategy, simulator, and resource management games. Play through 45 gripping levels in the woods, desert, and snow, and take on 3 difficulty levels that will even challenge experts!”

Designing Interactions [With CDROM]


Designing Interactions [With CDROM]


$38


Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object–beautiful or utilitarian–but as designing our interactions with it. In "Designing Interactions," award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider’s viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews–including Will Wright, creator of "The Sims," Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop–have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology. Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm’s handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO–how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology. "Designing Interactions" is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion. Interviews with: Bill Atkinson, Durrell Bishop, Brendan Boyle, Dennis Boyle, Paul Bradley, Duane Bray, Sergey Brin, Stu Card, Gillian Crampton Smith, Chris Downs, Tony Dunne, John Ellenby, Doug Englebart, Jane Fulton Suri, Bill Gaver, Bing Gordon, Rob Haitani, Jeff Hawkins, Matt Hunter, Hiroshi Ishii, Bert Keely, David Kelley, Rikako Kojima, Brenda Laurel, David Liddle, Lavrans Lovlie, John Maeda, Paul Mercer, Tim Mott, Joy Mountford, Takeshi Natsuno, Larry Page, Mark Podlaseck, Fiona Raby, Cordell Ratzlaff, Ben Reason, Jun Rekimoto, Steve Rogers, Fran Samalionis, Larry Tesler, Bill Verplank, Terry Winograd, and Will Wright

American Girl - Mia Goes For Great


American Girl – Mia Goes For Great


$19.99


“When a new coach arrives to take over the Lucerne Skate Club, Mia finds herself gently pushed to excel by the coach while she navigates the trials of everyday life. Can she stay true to her heart and follow her own path? Help Mia prepare for her solo at the Winter Show by choosing a costume, picking the music, and designing the routine. Interact with other people in town and learn what it takes to win and lose with grace.”

A Kingdom for Keflings


A Kingdom for Keflings


$19.99


“Build your own medieval world in A Kingdom for Keflings, a new city-building game. Choose to play as one of eight giants to help the tiny Keflings construct and beautify their kingdom. Teach Keflings to harvest and transport resources. Unlock new blueprints, buildings and quests. Complete your kingdom by designing and building a majestic castle for your Keflings. Play with up to three additional friends online and create and customize a whole new Kefling world together!”

Home Sweet Home - Christmas Edition


Home Sweet Home – Christmas Edition


$19.99


“Home Sweet Home: Christmas Edition mixes the best of interior design and stragetic gameplay. Christmas spirit has faded away in the town of Good Tidings and it’s up to you and your expert team of builders to help them out! Use new tools and new furniture to bring style and Christmas cheer to the townspeople. Make your clients happy by solving their riddle based requests and designing their dream room. Design rooms in an infinite number of ways because YOU pick the furniture, colors, styles, and placement! Make it Home Sweet Home for all the residents of Good Tidings in this special Christmas Edition.”

Virtual Families


Virtual Families


$19.99


“From the developer of the smash-hit Virtual Villagers series comes the new casual game that captures the drama of life – Virtual Families! Virtual Families is a casual family simulation game that runs in real-time. Adopt and nurture a needy person inside your computer. Help them fix appliances, work on their career, meet a mate, and start a family. Shape your peoples’ personalities by praising and scolding them, and solve puzzles hidden around the house. You can even play doctor with a dynamic illness system. Remember, your Virtual Families will continue to grow even when your computer is off, so come back often to keep them happy and healthy!”

Sea Bounty


Sea Bounty


$19.99


“You’re a brave entrepreneur who casts off to bring glory and riches to his country. Challenge human and computer opponents to a game of commerce in which you build monopolies, upgrade your properties and charge exorbitant rent to unlucky landlubbers. Roll the dice, move your token, and you might just land on chance, which means– you strike it rich! Cast off today and begin the adventure!”

Puzzle Quest - Challenge of the Warlords


Puzzle Quest – Challenge of the Warlords


$19.99


“Puzzle Quest: Challenge of the Warlords pairs classic puzzle-game action with an epic story of good vs. evil. Unleash your match-3 skills in battle against computer opponents to save the Kingdom of Etheria from the evil Lord Bane, or play classic match-3 in Quick Play mode. Experience a puzzle game like nothing you have played before!”

Island Wars 2 Christmas Edition


Island Wars 2 Christmas Edition


$19.99


“Ah, the South Pacific seas… although it’s Christmas time, those two little islands are still fighting over their Christmas trees. Hop in your sled and bomb the enemy island, or use your cannon to protect your own. Engage in aerial dogfights while collecting bonuses to defeat 10 opposing islands and 50 invasion waves. Features 6 game types, 7 mutators, 6 weapons, 10 game play parameters, 5 computer skill levels, and bonuses. Supports 1 or 2 players.”

Trivia Gems


Trivia Gems


$19.99


“Be a contestant on Pat Sajak’s new computer game show! With marvelously fun trivia created by Pat’s Hollywood team, this is a trivia game like no other. Sure, you’ll answer questions. But you’ll also wager on your answers as you race to the top of Pat’s pyramid. Special opportunities will let you double (or lose) all your winnings. With three game variants and over 7,500 gems of a question, you won’t tire of Pat Sajak’s Trivia Gems.”

Virtual Villagers - A New Home


Virtual Villagers – A New Home


$19.99


“Virtual Villagers™ is a village simulator where you care for and nurture a tribe of little people by teaching them the basics of survival. The object of the game is to grow a small village in your computer: they have food needs, housing needs, technologies to research and diseases to fight! As the village grows and prospers, the villagers become curious about their mysterious island home and the secrets it holds. Aside from guiding the villagers’ day-to-day lives, you must help them explore and restore the island.”

Peggle Nights


Peggle Nights


$19.99


“The sun has set at the Peggle Institute, but the bouncy delight of Peggle Nights has just begun! Join the Peggle Masters on a dreamlike adventure that includes alter-egos and peg-tastic action. Stay up late to aim, shoot, and clear orange pegs from 60 levels, and bask in Extreme Fever glory. Unlock Duel mode to compete against friends and the computer. Then, take on 60 challenges that will keep you playing Peggle Nights ’till dawn!”

Archibald's Adventures


Archibald’s Adventures


$9.99


“Archibald’s Adventures features step-based action and puzzle gameplay that will delight all ages! Archie and the mad Professor Klumpfus are stuck in the professor’s mansion when an experiment releases strange critters from confinement. Now, a paranoid central computer has locked up both heroes! Start as Archie on his skateboard, and build a way out that includes a robotic vehicle capable of driving on walls, a jet pack, and more! Archibald’s Adventures features 114 levels of classic platform gameplay that will tickle your funny bone.”

Water Bugs


Water Bugs


$19.99


“Get ready to dive into the eagerly-awaited sequel to the smash hit, Cosmic Bugs! This game is even more crazy and addictive than its predecessor … AND it’s sure to become a new favorite! Cosmic Bugs have landed and it’s up to you fix the plumbing! Take your best shot, change directions, and swerve underwater with quirky sound effects! Water Bugs features 599 aquatic levels that’ll keep you glued to your computer for hours on end!”

Way to Go! Bowling


Way to Go! Bowling


$9.99


“Make your mark at the new 3D lanes in Way to Go! Bowling. Play in six immersive environments, unlocking new balls with special features to help rack up the points. Play head-to-head with up to 4 players on your computer. Hone your trick shots in Practice Mode or play against a gaggle of crazy virtual opponents in Challenge Mode. Realistic bowling alley sounds and pin action make Way to Go! Bowling a blast!”

Curling


Curling


$9.99


“Take to the ice and play the Olympic sport of curling! Your arms are tired and the ice is cold. You long to relax, but there’s one more stone to place. Land it in the center of the House and you might win gold. Curling is a sport of strategy and precision. Play against the computer or online against other players as you lead your team to victory!”

Ice Puzzle Deluxe


Ice Puzzle Deluxe


$19.99


“Summer is over and winter is here! Time to replace the popsicles at the pool with snowball fights and frosty mornings. Enjoy a cool treat at your computer as you drag rows and columns of sparkling gems to create groups of 3 or more precious stones. Collect trophies by generating massive combos or performing other outside feats! As you create matches, you thaw out dolphins, polar bears, and other animals trapped in ice.”

Grandmaster Chess Tournament


Grandmaster Chess Tournament


$19.99


“With its sophisticated artificial intelligence and superior graphics, Grandmaster Chess Tournament could be the last chess game you’ll ever need. The game features four different game modes and six difficulty levels. Novices can begin their training with the tutorial, while intermediate players will enjoy using hints to learn new tactics. Experts will appreciate the challenge of playing against the computer at one of the higher difficulty levels. Play 2D and 3D modes, save a game, undo moves, and more – Grandmaster Chess Tournament brings the joy and challenge of chess to everyone.”

TINcan Race


TINcan Race


$19.99


“TINCan robots are the sweetest and smartest robots ever built! Play with seven cute robots in an empty toy factory. Help them race each other around eight zippy tracks with fun bonuses and pitfalls. Each robot has unique skills and characteristics, and you might be surprised by their capabilities. Rockets, flame throwers, and magnets will certainly make a “”dent”" in the competition! Race against other robots in classic competitions, or against the clock in time trials. Play with your friends on the same computer in split-screen mode. Zoom to the finish in TINcan Race!”

Big Kahuna Reef


Big Kahuna Reef


$19.99


“Suit up with a snorkel and get ready for a deep-sea escapade complete with rich 3D graphics and tons of subterranean fun! Go Hawaiian in Big Kahuna Reef, a gorgeous underwater adventure! Stumble upon a brilliant adventure while breaking boxes in this classic style matching game. Using the revolutionary Mouse Party, you can play with multiple players on the same computer through an almost infinite number of levels. As you play, you’ll uncover greater challenges including the Skeleton Fish of Kamehameha. So lead on Kahuna…your quest awaits!”

Sportball Challenge


Sportball Challenge


$19.99


‘Get your game on’ in this sports-themed arcade game with two exhilarating modes of play! Choose ‘Competition’ mode to play against the computer and win awards in multiple skill events. Master sports like hockey and soccer to unlock new sports challenges. Steady your hand and watch the obstacles closely: it takes skill and patience to catch the balls and shoot them at exactly the right time! ‘Solo’ mode lets you flash your block-busting skills as you bounce sportballs and break blockers while catching power-ups. Challenge your hand-eye coordination and get practice time in on your favorite events!

Designing 3d Games That Sell!


Designing 3d Games That Sell!


$22.43


This book is in Used condition

Pakoombo


Pakoombo


$19.99


“On a distant island, a small hotel and the livelihood of its employee is at risk. Besides the selfish owner selling it, strange, unexplainable events keep occuring! Pakoombo is a match-3 game, in which you swap tiles in a grid to form 3 or more identical tiles in one direction. When you’ve made your match, the grid will remove the tiles matched and replace them with others. But that’s not all – players must also face computer opponents in match 3 duels and go on quests to uncover pieces of the story! Fortunately, the great spirits of Pah, Kom, and Boh have sent 18 special power-ups to the island to help players out. Pakoombo features a reactive AI system that adjusts the difficulty to the skill level of each player!”

Computer Games II


Computer Games II


$39.45


Computer Games II is the second volume in a two-part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analysis of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Next to chess, more has been written about computer Go than any other strategy game. Selections by Bruce Wilcox, a major contributor to the development of computer Go, are included here. This volume also contains papers on Othello, a game of pure skill which has been programmed successfully enough to win against a human World Champion, and Poker, which adds the dimensions of bluff and uncertainty to the challenge of computer game programming. Games in this volume include: OthelloPoker GoHearts Go-MokuBridge BridgeQubic DominoesPush-Over DamaChemin-De-Fer Othello is a registered trademark of the Anjar Company, Inc. Computer Games I, the companion volume, covers the following games: Backgammon Chess Checkers Scrabble David Levy, the editor of these volumes, is an International Chess Master. He is chairman of a company in England which specializes in programming strategy games.

The Ethics of Computer Games


The Ethics of Computer Games


$36.49


Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using "Bioshock" as an example), multiplayer games (illustrated by "Defcon"), and online gameworlds (illustrated by "World of Warcraft") from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Computer Games I


Computer Games I


$37.35


Computer Games I is the first volume in a two-part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analysis of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon, whose work still forms the foundation of most contemporary chess programs; Edward O. Thorpe, whose invention of the card counting methods caused Las Vegas casinos to change their blackjack rules; and Hans Berliner, whose work has been fundamental to the development of backgammon and chess games. Included in this volume; Backgammon Chess Checkers Scrabblee Computer Games II, the companion volume, covers the following games: Othello Go Go-Moku Bridge Dominoes Dama Poker Hearts Halma Qubic Push-Over Chemin-De-Fer David Levy, the editor of these volumes, is an International Chess Master. He is chairman of a company in England which specializes in programming strategy games.

Computer Games


Computer Games


$24.95


This book is in New – Excellent condition

Designing Patchwork on Your Computer


Designing Patchwork on Your Computer


$22.49


This book is in New – Excellent condition

Online Multiplayer Games


Online Multiplayer Games


$33.99


This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Computer Organization and Architecture: Designing for Performance


Computer Organization and Architecture: Designing for Performance


$152.41


KEY BENEFIT: Learn the fundamentals of processor and computer design from the newest edition of this award winning text. KEY TOPICS: Introduction; Computer Evolution and Performance; A Top-Level View of Computer Function and Interconnection; Cache Memory; Internal Memory Technology; External Memory; I/O; Operating System Support; Computer Arithmetic; Instruction Sets: Characteristics and Functions; Instruction Sets: Addressing Modes and Formats; CPU Structure and Function; RISCs; Instruction-Level Parallelism and Superscalar Processors; Control Unit Operation; Microprogrammed Control; Parallel Processing; Multicore Architecture. Online Chapters: Number Systems; Digital Logic; Assembly Language, Assemblers, and Compilers; The IA-64 Architecture. MARKET: Ideal for professionals in computer science, computer engineering, and electrical engineering.

Computer Organization and Architecture Designing for Performance, Ninth Edition


Computer Organization and Architecture Designing for Performance, Ninth Edition


$60.99


For undergraduates and professionals in computer science, computer engineering, and electrical engineering courses. Learn the fundamentals of processor and computer design from the newest edition of this award-winning text.Four-time winner of the best Computer Science and Engineering textbook of the year award from the Textbook and Academic Authors Association, Computer Organization and Architecture: Designing for Performance provides a thorough discussion of the fundamentals of computer organization and architecture, covering not just processor design, but memory, I/O, and parallel systems.Coverage is supported by a wealth of concrete examples emphasizing modern RISC, CISC, and superscalar systems.

Computer Organization and Architecture: Designing for Performance, Eighth Edition


Computer Organization and Architecture: Designing for Performance, Eighth Edition


$63.99


For undergraduates and professionals in computer science, computer engineering, and electrical engineering courses.Learn the fundamentals of processor and computer design from the newest edition of this award winning text.Four-time winner of the best Computer Science and Engineering textbook of the year award from the Textbook and Academic Authors Association, Computer Organization and Architecture: Designing for Performance provides a thorough discussion of the fundamentals of computer organization and architecture, covering not just processor design, but memory, I/O, and parallel systems.Coverage is supported by a wealth of concrete examples emphasizing modern RISC, CISC, and superscalar systems.The eighth revision has been updated to reflect major advances in computer technology, including multicore processors and embedded processors. Interactive simulations have been expanded and keyed into relevant sections of text.

Designing Programmes


Designing Programmes


$29.05


Karl Gerstnera (TM)s work is a milestone in the history of design. One of his most important works is Designing Programmes, which is presented here in a new edition of the original 1964 publication. In four essays, the author provides a basic introduction to his design methodology. Instead of set recipes, the method suggests a model for design in the early days of the computer era. The intellectual models it proposes, however, continue to be useful today. What it does not purvey is cut-and-dried, true-or-false solutions or absolutes of any kind – instead, it develops fundamental principles in an innovative and future-oriented way. The book is especially topical and exciting in the context of current developments in computational design, which seem to hold out the possibility of programmed design. With many examples from the worlds of graphic and product design, music, architecture, and art, it inspires the reader to seize on the material, develop it further, and integrate it into his or her own work.

Computer Games: Text, Narrative and Play


Computer Games: Text, Narrative and Play


$28.77


Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids’ stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Dungeons and Desktops: The History of Computer Role-Playing Games


Dungeons and Desktops: The History of Computer Role-Playing Games


$47.65


Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Barda (TM)s Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.

Game Design Workshop: Designing, Prototyping, and Playtesting Games


Game Design Workshop: Designing, Prototyping, and Playtesting Games


$4.22


As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn’t work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning. Teaches the fundamentals of game design through the study of classic systems Exercises will strengthen your understanding of how game elements work together

Computer Organization and Architecture : Designing for Performance


Computer Organization and Architecture : Designing for Performance


$105.64


No Synopsis Available

Hoyle Card Games


Hoyle Card Games


$19.99


“Shuffle the cards and deal yourself in to the greatest card games of all time. HOYLE® drops you right into the action with over 150 classic games, official rules, tips and strategies. From classic games like Cribbage to new favorites like online Texas Hold’em, HOYLE® Card Games 2008 has something for everyone. All games are based on the official rules from HOYLE®, the authority for over 200 years.”

Designing Design


Designing Design


$48.91


Representing a new generation of designers in Japan, Kenya Hara (born 1958) pays tribute to his mentors, using long overlooked Japanese icons and images in much of his work. In a oeDesigning Designa, he impresses upon the reader the importance of a oeemptinessa in both the visual and philosophical traditions of Japan, and its application to design, made visible by means of numerous examples from his own work: Hara for instance designed the opening and closing ceremony programs for the Nagano Winter Olympic Games 1998. In 2001, he enrolled as a board member for the Japanese label MUJI and has considerably moulded the identity of this successful corporation as communication and design advisor ever since. Kenya Hara, alongside Naoto Fukasawa one of the leading design personalities in Japan, has also called attention to himself with exhibitions such as a oeRe-Design: The Daily Products of the 21st Centurya of 2000.

Hoyle Casino Games 2011


Hoyle Casino Games 2011


$19.99


“Get in on the fun with Hoyle Casino Games 2011! Experience the most exciting Vegas-style gaming action with this collection of classic games of chance, including slots, blackjack, and several kinds of poker. Plus, Hoyle Casino Games 2011 takes casino games a step further with video slots, Keno, and horse racing. Step up and place your bets!”

How Computer Games Help Children Learn


How Computer Games Help Children Learn


$4.95


How can we make sure that our kids are learning to be creative thinkers in a world of global competition–and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. "How Computer Games Help Children Learn" shows how video and computer games can help teach kids to build successful futures–but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, "How Computer Games Help Children Learn" revolutionizes the ongoing debate about the pros and cons of digital learning.

Hoyle Card Games 2011


Hoyle Card Games 2011


$19.99


“Ready to get in the game? Then pull up a chair and deal yourself in to these exciting card games from HOYLE, the #1 brand in family entertainment!”

Hoyle Casino Games 2012


Hoyle Casino Games 2012


$19.99


“You’ve hit the jackpot with the most comprehensive collection of casino games available for your PC! Hoyle Casino Games 2012 is jam-packed with over 600 authentic casino games that will make you feel the rush and excitement of the casino floor. Double down with casino favorites like Blackjack, Roulette, and Craps. With realistic poker tournaments you’ve got to know when to hold ‘em & know when to fold ‘em. Try your luck and spin-to-win in hundreds of uniquely themed multi-line and progressive video & reel spinner slots. Stack the odds in your favor with Keno, Pai Gow Poker, & Baccarat. There are no limits to the fun in Hoyle Casino Games 2012!”

Computer Games and Film Graphics


Computer Games and Film Graphics


$23.5


This book is in New – Excellent condition

Advances in Computer Games


Advances in Computer Games


$301.69


This book is in Acceptable condition

Algorithms And Networking for Computer Games


Algorithms And Networking for Computer Games


$157.05


This book is in Used condition

Basic Computer Games


Basic Computer Games


$18.81


This book is in Good Used condition

Looking at Computer Games


Looking at Computer Games


$14.41


This book is in Good Used condition

How to Create Computer Games


How to Create Computer Games


$6.83


This book is in Good Used condition

Educational Potential of Computer Games


Educational Potential of Computer Games


$133


This book is in New – Excellent condition

Computer Games As a Sociocultural Phenomenon


Computer Games As a Sociocultural Phenomenon


$80.75


This book is in New – Excellent condition

Designing Games for Ethics : Models, Techniques and Frameworks


Designing Games for Ethics : Models, Techniques and Frameworks


$171.99


No Synopsis Available

Computer Organization and Architecture: Designing for Performance, Seventh Edition


Computer Organization and Architecture: Designing for Performance, Seventh Edition


$75.2


Four-time winner of the best Computer Science and Engineering textbook of the year award from the Textbook and Academic Authors Association, including the current edition: (seventh edition, 2006; sixth edition, 2003; fifth edition, 2000; third edition, 1996)With up-to-date coverage of modern architectural approaches, this new edition provides a thorough discussion of the fundamentals of computer organization and architecture, as well as the critical role of performance in driving computer design. Coverage is supported by a wealth of concrete examples emphasizing modern RISC, CISC, and superscalar systems.Access valuable resources via the Prentice Hall page www.prenhall.com/stallings  or directly at the author’s text specific website http://williamstallings.com/COA/COA7e.html. Visit Stallings Computer Science Student Resource Site: http://williamstallings.com/StudentSupport.html

Designing Virtual Worlds


Designing Virtual Worlds


$41.37


"Designing Virtual Worlds" is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It’s a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. "Designing Virtual Worlds" brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Hoyle® Card Games 2012


Hoyle® Card Games 2012


$19.99


“Shuffle the cards and deal yourself in to the greatest card game collection of all time. With over 150 game variations, Hoyle® Card Games 2012 is the largest & most comprehensive collection of card games available. Choose card game favorites like Poker, Gin Rummy, and Hearts or try your hand at Cribbage, Euchre, or Spades. With over 45 varieties of Solitaire, take a break from everyday life and train your brain. For the young or the young-at-heart, try Go Fish, Old Maid, and War. Each game from Hoyle®, the #1 brand in casual games, is easy to learn and fun to play. The #1 selling card game just got better with larger playing cards, improved game features, and more than 150 ways to learn, practice, and master the worlds’ most popular card games!”

Hoyle® Puzzle and Board Games 2012


Hoyle® Puzzle and Board Games 2012


$19.99


“Hoyle® Puzzle and Board Games 2012 is the largest collection of puzzle games available for your PC! This super collection of more than1,000 puzzle and board game variations includes traditional favorites plus new games to challenge your skill, strategy, and wit. Take a break from your daily duties and relax with classics like Chess, Checkers, and Dominoes. Love word games? Twist your vocabulary in ways you never thought possible with fun and unusual Anagrams, Crosswords, and Word Searches. Play Mahjong, Memory, or Master Match to reveal your matching skills. With new and classic games, Hoyle® Puzzle and Board Games 2012 is chock-full of fun!”

100 Computer Games to Play Before You Die


100 Computer Games to Play Before You Die


$15.47


From unforgettable classics such as Donkey Kong and Space Invaders to such modern phenomena as Grand Theft Auto and Wii Sports–the genuine masterpieces of computer games Pac-Man, Space Invaders, Sonic the Hedgehog, Prince of Persia–computer games have been drawing people in for decades. But which of the vast array are true classics worth becoming addicted to? From the halcyon days of pixilated, one-dimensional blobs charging around a maze to escape from ghosts, to contemporary fully interactive adventures, computer games expert Steve Bowden analyzes the 100 games that comprise his shortlist. Both nostalgic players with a penchant for Atari or whether Mario Kart fanatics who revel in the thrill of the race in Mario Kart will find something they love in this fun and informative book.

Going to War: Creating Computer War Games [With CDROM]


Going to War: Creating Computer War Games [With CDROM]


$34.51


Do you want to learn how to create computer war games, but donat know how to get started or donat have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, youall get started on the game that youall create throughout the course of the book. Youall begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then youall learn how to set rules for player movement, different types of terrain, and combat. Youall even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data youave already created to new games. Everything you need to build your own war games is included with the book, and by the time youave worked your way through it youall have designed your very own working and playable war game.

Designing Human Systems


Designing Human Systems


$35.5


Enid Mumford (1924-2006) was a pioneer in the sociotechnical design of computer systems. Prof Mumford’s work successfully investigated the introduction and implementation of computer systems by large corporations and governments. Mumford’s ETHICS approach to software development emphasizes user participation, thus avoiding many of the problems of introducing new systems. It takes a holistic view of organizations, unifying both social and technological solutions. This updated edition of Mumford’s book, Designing Human Systems, describes how modern agile programming techniques complement the ETHICS method. Together, the two methods cover both user and developer issues. This integrated approach offers an improved methodology for successful software development projects.

CCNA Discovery Designing and Supporting Computer Networks Course Booklet: Version 4.0


CCNA Discovery Designing and Supporting Computer Networks Course Booklet: Version 4.0


$28.94


The Cisco CCNA Discovery curriculum provides foundational networking knowledge, practical experience, opportunities for career exploration, and soft-skills development to help students prepare for entry-level careers in IT and networking. CCNA Discovery Designing and Supporting Computer Networks, often considered the curriculum’s final course, is an important culmination of CCNA learning for all students. While extensive online study resources and comprehensive textbooks are available, many students and instructors have requested a low-cost printed resource that can be used to study in places where Internet access may not be available. This booklet is that resource. Drawn directly from the online curriculum, it covers every skill and competency presented in the latest CCNA Discovery Designing and Supporting Computer Networks course. This simple, straightforward booklet gives you new flexibility to study offline, highlight key points, and take handwritten notes. All topics are correlated directly to online web pages, helping you easily switch between offline and online content. Gives CCNA Discovery students an inexpensive study resource that can be read wherever Internet access isn’t available Handy printed format lets you easily highlight and make notes Page correlations link to the online curriculum Covers the latest version of CCNA Discovery Designing and Supporting Computer Networks

Computer Bible Games for Microsoft Small Basic


Computer Bible Games for Microsoft Small Basic


$72.75


Computer Bible Games for Microsoft Small Basic is designed to help beginner Christian school students understand Small Basic programming concepts while developing "fun and simple" learning games and Computer Bible Games. Microsoft Small Basic is a simple BASIC programming environment designed specifically for kids to help prepare them for more complex programming languages like Visual Basic, Visual C# and Java. Small Basic also includes a "graduate code" button which automatically converts the student’s source code into Microsoft Visual Basic.The Computer Bible Games for Small Basic tutorial consists of 13 chapters explaining (in simple, easy-to-follow terms) how to build Small Basic applications. You will learn about program design, text window applications, graphics window applications and many elements of the Small Basic language . Numerous examples are used to demonstrate every step in the building process. The tutorial also includes several detailed computer programs to illustrate the fun of Small Basic programming. The Computer Bible Games for Small Basic Tutorial includes the following Computer Bible Games that your student can learn to program and play in Microsoft Small Basic: Noah’s Ark, Daniel and the Lions, Elijah and the Ravens, The Good Shepherd, The Prodigal Son, The Lost Coin, and Bible Scamble.The "learning programs" include a unit conversion program, savings calculator, a sub-sandwich builder, a cardwars game, a number guessing game, a state capitals game, a times table program, a stop watch, a simple drawing program, fun logic games and a fun video game. Finished programs can even be published on-line to share programs with others.No programming experience is necessary, but familiarity with doing common tasks using a computer operating system (simple editing, file maintenance, understanding directory structures, working on the Internet) is expected. The course requires Windows 7, 2000, NT, XP, or Vista, ability to view and print documents saved in Microsoft Word format, and the Microsoft Small Basic development environment (Version 0.9 or higher).

Designing for Newspapers and Magazines


Designing for Newspapers and Magazines


$29.32


A hugely beneficial introduction to students and professionals in print media and design, Designing for Newspapers and Magazines offers guidance on how to produce attractive publications and how to tailor them to their target audience using colour, text placement, typography and images, Written by an experienced journalist and designer, the book details the elements of good design and provides instruction on how to get the most of computers and computer-aided design. The book examines a broad range of local an national publications including The Sun, The Daily Mirror and Glamour magazine and explains the reasoning that underpins their design choice, including: * how to set up a new publication * planning an edition of a newspaper or magazine * typography and working with text * working with images and technical production * designing pages and how to use colour * design and journalism ethics * a glossary of journalistic and design terms. Frost shows here how a well designed publication can be a powerful platform for good journalism. This text will be invaluable in the study of design and print media.

Designing Embedded Hardware


Designing Embedded Hardware


$45.7


Embedded computer systems literally surround us: they’re in our cell phones, PDAs, cars, TVs, refrigerators, heating systems, and more. In fact, embedded systems are one of the most rapidly growing segments of the computer industry today. Along with the growing list of devices for which embedded computer systems are appropriate, interest is growing among programmers, hobbyists, and engineers of all types in how to design and build devices of their own. Furthermore, the knowledge offered by this book into the fundamentals of these computer systems can benefit anyone who has to evaluate and apply the systems. The second edition of "Designing Embedded Hardware" has been updated to include information on the latest generation of processors and microcontrollers, including the new MAXQ processor. If you’re new to this and don’t know what a MAXQ is, don’t worry–the book spells out the basics of embedded design for beginners while providing material useful for advanced systems designers. "Designing Embedded Hardware" steers a course between those books dedicated to writing code for particular microprocessors, and those that stress the philosophy of embedded system design without providing any practical information. Having designed 40 embedded computer systems of his own, author John Catsoulis brings a wealth of real-world experience to show readers how to design and create entirely new embedded devices and computerized gadgets, as well as how to customize and extend off-the-shelf systems. Loaded with real examples, this book also provides a roadmap to the pitfalls and traps to avoid. "Designing Embedded Hardware" includes: The theory and practice of embedded systems Understanding schematics and data sheets Powering an embedded system Producing and debugging an embedded system Processors such as the PIC, Atmel AVR, and Motorola 68000-series Digital Signal Processing (DSP) architectures Protocols (SPI and I2e used to add peripherals RS-232C, RS-422, infrared communication, and USB CAN and Ethernet networking Pulse Width Monitoring and motor control If you want to build your own embedded system, or tweak an existing one, this invaluable book gives you the understanding and practical skills you need.

The Multiplayer Classroom: Designing Coursework as a Game


The Multiplayer Classroom: Designing Coursework as a Game


$26.84


THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is a how-to guide to creating games for the classroom to better reach today’s students. The book shows the reader how to create a teaching tool that will engage and excite students by using styles and formats found in popular video games. Readers will learn how to create a variety of multiplayer games on any subject, following the techniques and case studies presented. Bring your classroom into the 21st century

Game Art: The Graphic Art of Computer Games


Game Art: The Graphic Art of Computer Games


$3.94


Over the course of their existence, the basic premise in computer games has remained unchanged: a figure is moving across the screen shooting at things, jumping over obstacles. But what has changed, and changed extraordinarily, is the art created for computer games. Originally just simple blocks and lines, computer art now displays eye-popping graphics and lightning-fast action that nearly mimics real life. And now there’s a guidebook to this everevolving technology/art form: Game Art: The Graphic Art of Computer Games. For all computer game fanatics, Game Art is an invaluable guide to the intricate world of digital fantasy. Covering everything from smooth animation basics to sharper 3-D to the complex art of image manipulation and color resolution, this companion guide to Toon Art (see facing page) is overflowing with practical, applicable ideas and simple guidelines for eager animators. Conveniently organized into three parts. Part 1 traces the evolution of computer game art, beginning with pioneers like Space Invaders(TM) and Pac-Man(TM). Part 2 covers the early 2-D computer game classics, such as Metal Slug and Gradius, and eventually bringing readers up-to-speed with looks at 3-D games like Grand Prix(TM) and Lara Croft(TM) Part 3 offers in-depth examinations on character design (Tomb Raider, Freedom Force); character animation (Paper Mario, Malice); architecture (Quake 111, Phantasy Star Online); 3-D modeling (Unreal Tournament, Black and White); special effects (Everquest, Tempest 3000); and cinematic sequences (Diablo, Z.O.E.) Finally, it’s all complemented by 500 dazzling, full-cotor examples from today’s hottest games.

Games Cultures : Computer Games As New Media


Games Cultures : Computer Games As New Media


$52.5


No Synopsis Available

The Quillan Games


The Quillan Games


$4.49


Let the Games Begin…. Quillan is a territory on the verge of destruction. The people have lost control of their own future and must struggle simply to survive. The only chance they have of finding a better life is by playing the Quillan Games. Hosted by a strange pair of game masters, Veego and LaBerge, the games are a mix of sport and combat. They use the people of Quillan as pawns for their amusement as they force them to enter competitions that range from physical battles, to impossible obstacle courses, to computer-driven tests of agility. To triumph in the games is to live the life of a king. To lose is to die. This is the dangerous and deadly situation Bobby Pendragon finds on Quillan. He quickly realizes that the only way to save this troubled territory is to beat Veego and LaBerge at their own games and dismantle their horrible fun house. But there is more at stake for Bobby. The prize for winning the Quillan Games may be discovering the truth of what it really means a Traveler.

Designing and Supporting Computer Networks: CCNA Discovery Learning Guide


Designing and Supporting Computer Networks: CCNA Discovery Learning Guide


$45


Designing and Supporting Computer NetworksCCNA Discovery Learning GuideKenneth D. Stewart III • Aubrey AdamsDesigning and Supporting Computer Networks, CCNA Discovery Learning Guide is the official supplemental textbook for the Designing and Supporting Computer Networks course in the Cisco® Networking Academy® CCNA® Discovery curriculum version 4. In this course, the last of four in the new curriculum, you progress through a variety of case studies and role-playing exercises, which include gathering requirements, designing basic networks, establishing proof-of-concept, and performing project management tasks. In addition, within the context of a pre-sales support position, you learn lifecycle services, including upgrades, competitive analyses, and system integration.The Learning Guide, written and edited by instructors, is designed as a portable desk reference to use anytime, anywhere to reinforce the material from the course and organize your time.The Learning Guide’s features help you focus on important concepts to succeed in this course:Chapter Objectives—Review core concepts by answering the focus questions listed at the beginning of each chapter.Key Terms—Refer to the lists of networking vocabulary introduced and highlighted in context in each chapter. The Glossary defines each key term.Summary of Activities and Labs—Maximize your study time with this complete list of all associated exercises at the end of each chapter.Check Your Understanding—Evaluate your readiness with the end-of-chapter questions that match the style of questions you see in the online course quizzes. The answer key explains each answer.Challenge Questions and Activities—Apply a deeper understanding of the concepts with these challenging end-of-chapter questions and activities. The answer key explains each answer.Hands-on Labs—Master the practical, hands-on skills of the course by performing all the tasks in the course labs included in Part II of the Learning Guide.Portfolio Documents—Develop a professional network design portfolio as you work through real-life case studies. All the course portfolio documents and support materials are provided for you in this Learning Guide and on the CD-ROM.Kenneth D. Stewart III teaches computer science and computer networking courses at Flour Bluff High School and Delmar College in Corpus Christi, Texas.Aubrey Adams is an electronic and computer system engineering lecturer and Cisco Networking Academy CCNA/IP Telephony instructor at Central College of Technical and Further Education (TAFE) in Perth, Western Australia.How To—Look for this icon to study the steps you need to learn to perform certain tasks.Interactive Activities—Reinforce your understanding of topics with exercises from the online course identified throughout the book with this icon. The files for these activities are on the accompanying CD-ROM.Packet Tracer Activities—Explore and visualize networking concepts using Packet Tracer exercises interspersed throughout some …

Flash 3D: Animation, Interactivity, and Games [With CDROM]


Flash 3D: Animation, Interactivity, and Games [With CDROM]


$4.06


Push your creative ideas to the next level in content delivery. Use real and simulated 3D space in your Flash games and interactive systems. 3D possibilities offer an untapped creative approach to thinking and designing with Flash. Tap into this medium by: * Creating reusable templates to reduce costs and cycle time for project development. * Experimenting with author-provided interactive examples that demonstrate a broad range of Flash applications from website to DVD/CD-ROM delivery. * Practicing the real-world project techniques presented by the authors in full color. * Expanding your horizons with experimental projects. Jim Ver Hague is a professor of Computer Graphics Design at the Rochester Institute of Technology. He has more than 30 years’ experience in the field of computer graphics and has lectured, consulted, and conducted workshops internationally in the fields of multimedia, electronic publishing, computer-aided information design, and computer art and sculpture. Chris Jackson is a computer graphics designer and Associate Professor at Rochester Institute of Technology. Chris has an extensive background in graphic design, printing and interactive multimedia. His professional work has received over 25 distinguished national and international awards for online communication. User Level: Intermediate Key Features: * Techniques for creating reusable templates that reduce costs and cycle time for project development. * A companion CD-ROM that includes an artists’ gallery of example projects and project media for real-world exercises and tutorials. * A balance of practical and experimental projects designed to teach and stretch your skills.

Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Video Games


Making Great Games: An Insider’s Guide to Designing and Developing the World’s Greatest Video Games


$21.29


How are the world’s best video games created? Are they truly hatched through marathon all-night sessions of acne-ridden, junk food-eating programmers and artists huddled in front of multiple monitors cranking out code and content? Which key decisions determine whether or not a particular game will be a hit? What’s crunch time really like? Journey behind the scenes and discover how some of the world’s greatest video games get made. Join video game industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed video games of the modern era. Drawing on insider’s perspectives from a wide variety of teams working on a wide array of platforms, learn about a small independent project ("World of Goo"), casual game classics ("Diner Dash, Bejeweled Twist"), the world’s most popular social game ("FarmVille") as well as the world’s most popular MMORPG ("World of Warcraft"), PC titles ("Half Life 2") to AAA console games ("Madden NFL 10"), and modern-day masterpieces ("Little Big Planet, Rock Band, Uncharted 2: Among Thieves"). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of video games production. The second part of the book provides real-world, hands-on advice you can start using immediately to make your own games better. Thorough and detailed analysis of common, proven best practices as well as missteps give you specific nuts and bolts tools to implement at any phase of your game project, from concept development through prototyping, production, testing and launch. Interspersed throughout are a series of interviews with experts from within the games industry, all of whom have shipped great games in some of the world’s most respected series, including: "Halo, The Sims, God of War, Spore, Brutal Legend, NBA Street, Splinter Cell, Skate, Need for Speed," and others. The book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world’s greatest video games get made. — Provides an in-depth look at ten contemporary, best-selling and critically acclaimed games across a variety of styles, game types, and platforms. — Unprecedented access, insight and analysis into the inner workings of the teams, large and small, responsible for bringing several best-of-breed video games in the world to market – hear directly from the creative teams in their own words in the detailed case studies. — Analysis of best practices and pitfalls common to the process of creating great games through all phases, from concept development through prototyping, production, testing and launch. — Real-world stories – the good, the bad, and the ugly – behind the scenes of your favorite games.

Powering Up: Are Computer Games Changing Our Lives?


Powering Up: Are Computer Games Changing Our Lives?


$18.55


When it comes to computer games, the numbers are astounding: the world’s top professional gamer has won over half a million dollars shooting virtual monsters on-screen; online games claim literally millions of subscribers; while worldwide spending on computer gaming will top 24 billion by 2011. From techno-toddlers to silver surfers, everyone’s playing games on their PCs, Wiis, Xboxes and phones. How are we responding to this onslaught of brain-training, entertaining, potentially addicting, time-consuming, myth-spawning games? In Powering Up, Rebecca Mileham looks at the facts behind the headlines to see what effect this epidemic of game-playing is really having on us and the society we live in. Is it making us obese, anti-social, violent and addicted… or just giving us different ways of getting cleverer, fitter and more skilled? She examines the evidence, from experts and gamers alike, and asks some controversial and thought-provoking questions: Are car-driving games turning us into boy racers? Could becoming a virtual bully help children solve classroom disputes? Should you feel remorse for killing pixel people? Does it matter if you cheat in a single-player game? Can games get ex-prisoners back to work? If you’re part of the gaming revolution yourself, or are just curious to know what’s fact and what’s fiction in the media coverage of this topic, then this is the book for you. About the author Rebecca Mileham has written for the Sunday Times, She magazine, and for museums all over the UK. In ten years at the Science Museum, London, she developed exhibitions on topics as diverse as Charles Babbage’s Difference Engines, robotic submarines, face transplants and the male pill. http: //www.rebecca.mileham.net/

Understanding Motion Capture for Computer Animation and Video Games


Understanding Motion Capture for Computer Animation and Video Games


$14.07


Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In "Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache’s narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as "Batman Forever and "Batman and Robin. With its careful balance between technical analysis and industry trends, "Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture. * Provides descriptions of all the mathematical principles associated with motion capture and 3D character mechanics. * Offers great ideas for character setup that can be used for any character animation, even without the use of captured motion data. * Includes source code that will help readers write conversion and motion data manipulation programs.

Human-Computer Interaction : Designing for Diverse Users and Domains


Human-Computer Interaction : Designing for Diverse Users and Domains


$92.63


No Synopsis Available

The Gray Book: Designing in Black and White on Your Computer


The Gray Book: Designing in Black and White on Your Computer


$1.5


This book is in Used condition

Designing the User Interface: Strategies for Effective Human-Computer Interaction, Fifth Edition


Designing the User Interface: Strategies for Effective Human-Computer Interaction, Fifth Edition


$49.99


The much-anticipated fourth edition of Designing the User Interface provides a comprehensive, authoritative introduction to the dynamic field of human-computer interaction (HCI). Students and professionals learn practical principles and guidelines needed to develop high quality interface designs–ones that users can understand, predict, and control. It covers theoretical foundations, and design processes such as expert reviews and usability testing. Numerous examples of direct manipulation, menu selection, and form fill-in give readers an understanding of excellence in design. Recent innovations in collaborative interfaces, online help, and information visualization receive special attention. A major change in this edition is the integration of the World Wide Web and mobile devices throughout the book. Chapters have examples from cell phones, consumer electronics, desktop displays, and Web interfaces.

Learning with Digital Games: A Practical Guide to Engage Students in Higher Education


Learning with Digital Games: A Practical Guide to Engage Students in Higher Education


$41.67


Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining how to integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Advanced Intelligent Paradigms in Computer Games


Advanced Intelligent Paradigms in Computer Games


$160.55


This book is in New – Excellent condition

Invent Your Own Computer Games


Invent Your Own Computer Games


$6.53


This book is in Good Used condition

Programming Believable Characters for Computer Games


Programming Believable Characters for Computer Games


$34.83


This book is in Used condition

Software Engineering and Computer Games, by Rucker


Software Engineering and Computer Games, by Rucker


$91.91


This book is in Used condition

Nat Geo Games: Build It Green - Back to the Beach


Nat Geo Games: Build It Green – Back to the Beach


$19.99


“Help the inhabitants of a tropical island protect their homes and go green in this exciting building game from National Geographic. Build environmentally friendly housing, investigate alternative fuels, and upgrade your facilities with the latest green technology. Earn points and prestige as you protect a precious island paradise from pollution and exploitation. Build It Green – Back to the Beach offers 60 levels of building challenges!”

Learning Online With Games, Simulations, And Virtual Worlds: Strategies For Online Instruction


Learning Online With Games, Simulations, And Virtual Worlds: Strategies For Online Instruction


$18.09


Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." – Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." – Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." – Rick Van Sant, professor of learning and technology, Ferris State University

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction


Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction


$30.99


Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University

Gaming the Past: Using Video Games to Teach Secondary History


Gaming the Past: Using Video Games to Teach Secondary History


$42.32


Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

The Player of Games


The Player of Games


$8.99


The Culture – a human/machine symbiotic society – has thrown up many great Game Players and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board computer and strategy. Bored with success Gurgeh travels to the Empire of Azad cruel and incredibly wealthy to try their fabulous game … a game so complex so like life itself that the winner becomes emperor. Mocked blackmailed almost murdered Gurgeh accepts the game and with it the challenge of his life – and very possibly his death.The Culture – a human/machine symbiotic society – has thrown up many great Game Players and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board computer and strategy. Bored with success Gurgeh travels to the Empire of Azad cruel and incredibly wealthy to try their fabulous game … a game so complex so like life itself that the winner becomes emperor. Mocked blackmailed almost murdered Gurgeh accepts the game and with it the challenge of his life – and very possibly his death.

Designing with Blends: Conceptual Foundations of Human-Computer Interaction and Software Engineering


Designing with Blends: Conceptual Foundations of Human-Computer Interaction and Software Engineering


$38.99


The evolution of the concept of mind in cognitive science over the past 25 years creates new ways to think about the interaction of people and computers. New ideas about embodiment, metaphor as a fundamental cognitive process, and conceptual integration–a blending of older concepts that gives rise to new, emergent properties–have become increasingly important in software engineering (SE) and human-computer interaction (HCI). If once computing was based on algorithms, mathematical theories, and formal notations, now the use of stories, metaphors, and blends can contribute to well-informed, sensitive software design. In "Designing with Blends," Manuel Imaz and David Benyon show how these new metaphors and concepts of mind allow us to discover new aspects of HCI-SE. After 60 years, digital technology has come of age, but software design has not kept pace with technological sophistication; people struggle to understand and use their computers, cameras, phones, and other devices. Imaz and Benyon argue that the dominance of digital media in our lives demands changes in HCI-SE based on advances in cognitive science. The idea of embodied cognition, they contend, can change the way we approach design by emphasizing the figurative nature of interaction. Imaz and Benyon offer both theoretical grounding and practical examples that illustrate the advantages of applying cognitive concepts to software design. A new view of cognition, they argue, will develop a cognitive literacy in software and interaction design that helps designers understand the opportunities of digital technology and provides people with a more satisfying interactive experience.

Space Time Play: Computer Games, Architecture and Urbanism: The Next Level


Space Time Play: Computer Games, Architecture and Urbanism: The Next Level


$34.06


Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) a " the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian KA1/4cklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others.

The Player Of Games


The Player Of Games


$9.99


The Culture – a human/machine symbiotic society – has thrown up many great Game Players and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board computer and strategy. Bored with success Gurgeh travels to the Empire of Azad cruel and incredibly wealthy to try their fabulous game…a game so complex so like life itself that the winner becomes emperor. Mocked blackmailed almost murdered Gurgeh accepts the game and with it the challenge of his life – and very possibly his death. Praise for Iain M. Banks: "Poetic humorous baffling terrifying sexy — the books of Iain M. Banks are all these things and more" — NME "An exquisitely riotous tour de force of the imagination which writes its own rules simply for the pleasure of breaking them." — Time Out

Designing Accessible Technology


Designing Accessible Technology


$7.13


Rapid and unprecedented population ageing poses a serious social and economic challenge across the developed world. Shifts in dependency ratios point to escalating welfare and pensions costs which require radical and imaginative responses from Government and industry. The key to this is maintaining a healthy population that is able and willing to work longer before retirement and can remain independent for as long as possible afterwards as well as bringing disabled people into mainstream life and employment. This book was stimulated by the third CWUAAT workshop, held in Cambridge, England in April 2006; the contributors representing leading researchers in the fields of Inclusive Design, Rehabilitation Robotics, Universal Access and Assistive Technology. Contributions focus on the following topics: design issues for a more inclusive world; enabling computer access and the development of new technologies; assistive technology and rehabilitation robotics; and, understanding users and involving them in design. The CWUAAT workshops have a general focus on product and solution development. As a result, many of the requirements for the successful design of assistive and accessible technology have been addressed and these range from the identification and capture of the needs of the users, through to the development and evaluation of truly usable and accessible systems for users with special needs.

Writing for Animation, Comics, and Games


Writing for Animation, Comics, and Games


$30.09


Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider’s advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * Career rules of-the-road for comics, computer games, and animation…from an insider’s perspective * Written for beginners and professionals alike * Authored by a distinguished writer, whose credits include X-Men Evolution, Teenage Mutant Ninja Turtles, and Lord of the Rings

Developing Serious Games


Developing Serious Games


$29.61


With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what’s involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games. The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer’s perspective. The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.

365 Board Games


365 Board Games


$10


365 board games includes up to 7 games, each with user-customisable rules and a range of difficulty levels. If you’re a new player or an old hand who just enjoys fun traditional board games, then 365 board games is for you. With a range of play options including ‘against the computer’, pass and play muliti-player, a selection of game rules AND three difficulty levels! 365 board games lets you play it your way! Designed to evoke the feel of classic board games, this pack includes classic games, Chess, Backgammon, Ludo, Checkers, Reversi, Nine Men’s Morris, and Tic Tac Toe.

Designing and Supporting Computer Networks, CCNA Discovery Learning Guide [With CDROM and Learning Guide]


Designing and Supporting Computer Networks, CCNA Discovery Learning Guide [With CDROM and Learning Guide]


$61.29


Designing and Supporting Computer Networks CCNA Discovery Learning Guide Kenneth D. Stewart III – Aubrey Adams "Designing and Supporting Computer Networks, CCNA Discovery Learning Guide" is the official supplemental textbook for the Designing and Supporting Computer Networks course in the Cisco(R) Networking Academy(R) CCNA(R) Discovery curriculum version 4. In this course, the last of four in the new curriculum, you progress through a variety of case studies and role-playing exercises, which include gathering requirements, designing basic networks, establishing proof-of-concept, and performing project management tasks. In addition, within the context of a pre-sales support position, you learn lifecycle services, including upgrades, competitive analyses, and system integration. The "Learning Guide," written and edited by instructors, is designed as a portable desk reference to use anytime, anywhere to reinforce the material from the course and organize your time. The "Learning Guide’s" features help you focus on important concepts to succeed in this course: Chapter Objectives-Review core concepts by answering the focus questions listed at the beginning of each chapter. Key Terms-Refer to the lists of networking vocabulary introduced and highlighted in context in each chapter. The Glossary defines each key term. Summary of Activities and Labs-Maximize your study time with this complete list of all associated exercises at the end of each chapter. Check Your Understanding-Evaluate your readiness with the end-of-chapter questions that match the style of questions you see in the online course quizzes. The answer key explains each answer. Challenge Questions and Activities-Apply a deeper understanding of the concepts with these challenging end-of-chapter questions and activities. The answer key explains each answer. Hands-on Labs-Master the practical, hands-on skills of the course by performing all the tasks in the course labs included in Part II of the Learning Guide. Portfolio Documents-Develop a professional network design portfolio as you work through real-life case studies. All the course portfolio documents and support materials are provided for you in this Learning Guide and on the CD-ROM. Kenneth D. Stewart III teaches computer science and computer networking courses at Flour Bluff High School and Delmar College in Corpus Christi, Texas. Aubrey Adams is an electronic and computer system engineering lecturer and Cisco Networking Academy CCNA/IP Telephony instructor at Central College of Technical and Further Education (TAFE) in Perth, Western Australia. How To-Look for this icon to study the steps you need to learn to perform certain tasks. Interactive Activities-Reinforce your understanding of topics with exercises from the online course identified throughout the book with this icon. The files for these activities are on the accompanying CD-R

Computer Gamesmanship


Computer Gamesmanship


$29.53


How Computers Learn to Play Games of Strategy This is book is for anyone who has ever tried to match wits with a computer in chess, bridge, or any other game requiring long-range strategy and studied decisions. If you’re not a pro, chances are you’ve been defeated by a machine – and impressed at its uncanny ability to outmaneuver humans. In Computer Gamesmanship, David Levy, an International Chess Master and producer of intelligent computer games, unravels the mysteries of how computers successfully mimic strategic thinking and play complex games. In jargon-free language, Levy describes the important principles and techniques applicable to any game of strategy-such as decision trees, alpha-beta algorithms, minimax searches, and evaluation functions-and explains how even highly advanced strategies can be reduced to relatively simple procedures that a home computer can perform. He then illustrates and elaborates upon them in extensive discussions of the most popular and successful programs for chess, bridge, poker, Go, Othello, and many others. Computer Gamesmanship is a unique introduction and insider’s guide to the most challenging games you can play, or create, on your computer. "This is a simply written and serious little book about how computers go about playing games…. (Computer Gamesmanship] leaves the reader with a sense of admiration for the stratagems of computer programmers’ ‘

Designing Menus with DVD Studio Pro [With DVD]


Designing Menus with DVD Studio Pro [With DVD]


$3.94


Compared to other technologies like the television, VCR, and even personal computer, the rapid pace of DVD adoption is unprecedented. This information-packed book offers thorough instruction on how to build appealing DVD menus using the DVD Studio Pro toolset, a sophisticated, professional-level DVD authoring tool from Apple. The book features real-world tutorial projects that demonstrate how to get fast, professional results, add Hollywood features to a DVD, and streamline production while maintaining a creative edge. It also shows how to create a wide variety of menu styles, automate image production, customize menus, construct seamless motion menus, and much more. Written by two graphic designers with years of experience designing interfaces, Designing Menus with DVD Studio Pro is an informative companion to a high-powered piece of software. Written by two graphic designers with years of experience designing interfaces, "Designing Menus with DVD Studio Pro" is an informative companion to a high-powered piece of software.

Pervasive Games: Theory And Design


Pervasive Games: Theory And Design


$43.59


Quickly emerging from the fast-paced growth of mobile communications and wireless technologies pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls conferences museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling what makes them possible today and how they are made. For game researchers it provides a solid theoretical philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers so that they can learn how to engage players’ real-time experiences beyond the mobile phone or computer screen. -Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. -Provides practical design tips potential pitfalls design problems from real games and inspiration from some of the most interesting pervasive game designers in the world including Matt Adams Frank Lantz and others.

Pervasive Games: Theory and Design


Pervasive Games: Theory and Design


$53.37


Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players’ real-time experiences beyond the mobile phone or computer screen. -Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. -Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.

Bicycle Family Card Games


Bicycle Family Card Games


$19.99


Play a great collection of classic card games that are perfect for the whole family to enjoy together. With this special 125th Anniversary Edition of Bicycle Family Card Games, you can play Rummy, Gin Rummy, Canasta, Crazy Eights, Hearts, Skat, War, Old Maid or Go Fish at your computer! You can rely on helpful in-game tutorials to improve your skills and learn new games. There’s also cool options like large-size playing cards for optimal viewing, customizable backgrounds and card backs, and your choice of five impressive and realistic 3D game environments. Features: 125th Anniversary Edition Includes the most popular family-friendly games! Large-Size Playing Cards Helpful In-Game Tutorials 3D Game environments Customizable Player Setup & Card Backs Choose your own music Games Include: Hearts Canasta Rummy Gin Rummy Old Maid War Go Fish Skat

Pendragon: Quillan Games


Pendragon: Quillan Games


$9.59


When Bobby Pendragon arrives on the territory of Quillan, he discovers a whole new meaning to the word competition!Quillan is heading for destruction, the people have lost control of their own future and are struggling just to survive. The only chance they have of finding a better life is to play the Quillan Games, but this is more dangerous than you would think. Game masters Veego and LaBerge have created a world filled with competition using the people of Quillan as pawns in their crazy computer-driven games. To triumph in the games is to live the life of a king, but to lose is to die!Pendragon realises the only way to save this troubled territory is to beat Veego and LaBerge at their own games and dismantle their nightmare fun house. But there is a lot at stake for Bobby Pendragon, more than he could ever have imagined Let the games begin!

Hoyle's Rules of Games


Hoyle’s Rules of Games


$3.95


In 1742, Edmond Hoyle published the definitive book on the popular game of his day, whist. Games evolve with time, just as whist gave rise to contract bridge. However, more than 250 years later, Hoyle’s is still the definitive name when it comes to the rules of the game–whether it’s bridge, backgammon, Scrabble(R) or Blackjack. The game player’s basic reference, this handy guide has now been updated and expanded and includes rules, strategies, and odds for over 250 games, from including such favorites as: * Scrabble(R) * Canasta * Contract Bridge * Gin Rummy * Chess * Backgammon * Solitaire games: Nestor, Pounce, Pyramid, and Russian Bank * Poker variations: Anaconda, Blind Tiger, and Hold ‘em * Children’s games: Beggar-your-neighbor, Memory, and Slapjack * Computer games: Minesweeper and Freecell * And more Learn how to play, sharpen your strategy, and settle disputes–with this newest edition of the classic reference guide.

Designing


Designing


$125.76


This book is in Acceptable condition

Olympic Mind Games


Olympic Mind Games


$3.95


In 2012 – Britain is gripped by Olympic Games fever, the world has a climate crisis, and his twin sister is an Olympic swimming sensation, but 13-year-old Jack Donovan has something much more worrying on his mind. A sinister face from Jack’s nightmare has appeared as a game icon on his computer and he is convinced a superior intelligence is responsible. The supposedly simple computer game becomes hypnotic and draws him in, totally. Someone or something is playing mind games…Hiding out in the safest place in the UK – London’s Olympic Village – Jack is fighting a force committed to global destruction.

Hoyle's Rules Of Games


Hoyle’s Rules Of Games


$5.99


In 1742 Edmond Hoyle published the definitive book on the popular game of his day whist. Games evolve with time just as whist gave rise to contract bridge. However more than 250 years later Hoyle"s is still the definitive name when it comes to the rules of the game-whether it"s bridge backgammon Scrabble® or Blackjack. The game player"s basic reference this handy guide has now been updated and expanded and includes rules strategies and odds for over 250 games from including such favorites as: * Scrabble® * Canasta * Contract Bridge * Gin Rummy * Chess * Backgammon * Solitaire games: Nestor Pounce Pyramid and Russian Bank * Poker variations: Anaconda Blind Tiger and Hold "em * Children"s games: Beggar-your-neighbor Memory and Slapjack * Computer games: Minesweeper and Freecell * And more Learn how to play sharpen your strategy and settle disputes-with this newest edition of the classic reference guide.In 1742 Edmond Hoyle published the definitive book on the popular game of his day whist. Games evolve with time just as whist gave rise to contract bridge. However more than 250 years later Hoyle"s is still the definitive name when it comes to the rules of the game-whether it"s bridge backgammon Scrabble® or Blackjack. The game player"s basic reference this handy guide has now been updated and expanded and includes rules strategies and odds for over 250 games from including such favorites as: * Scrabble® * Canasta * Contract Bridge * Gin Rummy * Chess * Backgammon * Solitaire games: Nestor Pounce Pyramid and Russian Bank * Poker variations: Anaconda Blind Tiger and Hold "em * Children"s games: Beggar-your-neighbor Memory and Slapjack * Computer games: Minesweeper and Freecell * And more Learn how to play sharpen your strategy and settle disputes-with this newest edition of the classic reference guide.

War Games


War Games


$3.95


War is a serious business-or is it? Christopher Anvil turns his sardonic sense of humor loose on the subject and considers what might happen if: Someone devised a computer war game so realistic and addictive that the people in charge of battle on both sides didn’t have time or inclination to start a real war. Another device gave every homeowner the power to block off his property from any inxursion, even by nuclear weapons. A secret organization pulls the plug on an impending war by causing the commanders on both sides to be unable even to think of any of the words they need to order their forces into action. And, in a full-length novel, The Steel, the Mist and the Blazing Sun, the devastation after the World War III has not put an end to war-not as long as men survive who atill want to conquer and dominate; nor as long as others will fight, not just to survive, but to defend freedom. The many faces of war, examined by master of science fiction adventure with wryly humorous twist.

Business of Fashion: Designing, Manufacturing, and Marketing


Business of Fashion: Designing, Manufacturing, and Marketing


$4.79


The second edition of this authoritative text has been thoroughly updated to provide the latest information on the organization and operation of the fashion industry. New to This Edition: — Heavily illustrated with new photos and line drawings to show the latest developments in the organization and daily functioning of the industry — Updated discussion of the role of the finance and information technology function in the organization of apparel businesses. — Discussion of trade dress under trademark law — New information on design teams, sales volume and sell through, costing, computer-aided design, sample lines, virtual samples, computer-generated buying, production information management, and trends in sourcing, among other topics

The Games (Disney Tron)


The Games (Disney Tron)


$9.23


Using a computer program designed by his missing father, Sam Flynn transports himself into an amazing high-tech grid right inside his computer Now Sam has to survive complex gladiator-like games, rescue his father and stop an evil program that has taken control of the grid. All the exciting adventures of the new Disney film "TRON: Legacy" come to life in 3D in this book, which includes two pairs of 3D glasses.

Biologically Inspired Artificial Intelligence for Computer Games


Biologically Inspired Artificial Intelligence for Computer Games


$94.95


This book is in New – Excellent condition

China Famous Brand Somic ST-2688 Stereo music games headset Headphones with Microphone Senic series ST-2688


China Famous Brand Somic ST-2688 Stereo music games headset Headphones with Microphone Senic series ST-2688


$14.28


music games headset Headphones computer headset earphone

Designing and Supporting Computer Networks, CCNA Discovery Learning Guide


Designing and Supporting Computer Networks, CCNA Discovery Learning Guide


$84.67


No Synopsis Available

Designing the User Interface : Strategies for Effective Human-Computer Interaction


Designing the User Interface : Strategies for Effective Human-Computer Interaction


$114.66


No Synopsis Available

Outlines & Highlights for Computer Organization and Architecture: Designing for Performance by William Stallings


Outlines & Highlights for Computer Organization and Architecture: Designing for Performance by William Stallings


$37.08


Never HIGHLIGHT a Book Again Virtually all testable terms, concepts, persons, places, and events are included. Cram101 Textbook Outlines gives all of the outlines, highlights, notes for your textbook with optional online practice tests. Only Cram101 Outlines are Textbook Specific. Cram101 is NOT the Textbook.

Computer Organization and Architecture: Designing for Performance, by Stallings, 7th Edition


Computer Organization and Architecture: Designing for Performance, by Stallings, 7th Edition


$31.5


This book is in New – Excellent condition

Inventing the Computer


Inventing the Computer


$3.95


People use computers today to calculate, store information, send messages, control other machines, and even to play games. Inventing the Computer tells the incredible story of computers and their inventors, from the early days when computers performed simple functions and filled entire rooms to today’s compact, super-fast supercomputers. Topics include. – computers as machines that add and analyze – Colossus I and the race to break enemy codes in World War II – computer codes, transistors and chips, software and peripherals – the personal computer – computers of the future

3D Automotive Modeling: An Insider's Guide to 3D Car Modeling and Design for Games and Film


3D Automotive Modeling: An Insider’s Guide to 3D Car Modeling and Design for Games and Film


$41.69


"3D Automotive Modeling" is an insider’s guide to modeling and designing 3d cars, coming straight to you from from the top automotive designers of the day, and world-class game developers. Techniques are demonstrated in 3ds Max, Maya, XSI, and Photoshop. The book offers a series of tutorials, starting with simple models and moving up to more complex builds. All models and tutorials are tested and trusted by successful artists within commercial design and game development. The very best designers and modelers from across the globe take you through their processes, step by step, the tips, tricks and short cuts that true professionals use. Designers from Honda, Toyota & Mercedes-Benz, as well as modellers from Sony Computer Entertainment, Lucas Arts, Gearbox Games, Sinbin, Rabcat, Art In Games – artists who have worked on some of the biggest games in the industry including the MotorStorm and Test Drive Unlimited series. The associated website includes: all tutorial files, all models, all textures, as well as blueprints and concept images. It also includes access to a vibrant forum where you can discuss your work, get helpful feedback directly from the professionals, and a chance to showcase your creations to the world. –Author Andy Gahan is a seasoned professional and leading industry expert. Gahan is a key member of an award-winning game team recently scoring number 1 hits in Japan, Europe and America with the PlayStation 3 smash hit series, MotorStorm. –Automotive design and modelling techniques with experts from Honda, Toyota & Mercedes-Benz, as well as 3D artists from Sony Computer Entertainment, Lucas Arts, Gearbox Games, Sinbin, Rabcat and Art In Games. –Essentials of automotive design and modelling covered – including traditional hand-drawn techniques as well as Photoshop rendering, with 3D tutorials in 3dsmax, Maya and XSI. –The associated website includes: all tutorial files, all models, all textures, as well as blueprints and concept images. It also includes access to a vibrant forum where you can discuss your work, get helpful feedback directly from the professionals, and a chance to showcase your creations to the world.

Hoyle Casino Games Classic


Hoyle Casino Games Classic


$9.99


HOYLE Casino Games 2008, the best-selling casino game of all time, offers excitement and challenge with more than 600 variations of 16 of the most popular casino games. Play Baccarat, Blackjack, Craps, Horse Racing, Keno, Poker, Pai Gow Poker, Roulette, Slots and Video Slots, Video Blackjack, and Video Poker. Set in a realistic Vegas environment, HOYLE Casino combines nonstop entertainment, endless replayability, attention to rules, and a simple interface making it a sure winner with novice and expert computer users alike. Hoyle Casino 2008 is available for both Windows and Mac. The download version is only available for Windows.

V2ROCK Fashion Ballistic Nylon Poly Portable Video Games Computer Bag for Nintendo Wii


V2ROCK Fashion Ballistic Nylon Poly Portable Video Games Computer Bag for Nintendo Wii


$50.39


If you are looking for a Computer Bag, this V2ROCK Fashion Ballistic Nylon Poly Portable Video Games Computer Bag for Nintendo Wii is best for you. It is made of high quality material. This high quality Computer Bag is very convenient to carry your Nintendo Wii or computer. Use it to carry and protect your electronic devices. Unique design makes you more relaxed. The Nintendo Wii Computer Bag also can be a best gift for your families or your friends.

Designing Women


Designing Women


$7.99


Designing Women – Photo

Great Book of Domino Games


Great Book of Domino Games


$3.95


Discover the fun for yourself with this complete guide to dozens of domino games, with endless variations in rules and styles of play. * Try your hand at basic blocking games, including Stretch, Doubles, Domino Pool, The Fortress, Maltese Cross, Chickenfoot, and One-Arm Joe. * Look into scoring games such as Muggins, Five-Up, Sniff, All Threes, Seven-Toed Pete, Merry-Go-Round, and Double-Header. * Don’t miss the trump and trick game Texas Forty-Two, and its many variations. * Choose solitaire games and puzzles, such as Fair Lucy, Luzon, Polka Dots, Baronet, The Big Clock, The Buccaneer, Castle Rock, The Jubilee, Squeeze, and The Sultan. * Special sets are also covered, including Double-9, Double-12 and a new Double-15 set, as well as ancient Oriental Dominoes and the latest computer games. Learn the simple basic rules, and you’re off and running for hours of steely competition with friends or relaxing times alone. 96 pages, 48 b/w illus., 5 3/8 x 8 1/4.

Creating Nim Games


Creating Nim Games


$16.68


In this new addition to Dale Seymour’s popular Math Projects Series, students are immersed in the challenge of an ancient mathematical game — first by learning several of its forms, then by designing their own NIM This game for two players requires the winner to add or take away numbers, markers, or shapes until their opponent is forced to make the last move. By working backwards, thinking about odd and even numbers, and looking for patterns, students develop winning strategies. Nine NIM games, including Classic NIM, Array NIM, and Pattern-Block NIM, come complete with playing boards. Game worksheets give students clues to strategies, which they describe to their classmates. Student project sheets set up the steps for game design, offering checkpoints and opportunities for feedback. Also includes student and teacher assessment forms.

Casual Game Design: Designing Play for the Gamer in All of Us


Casual Game Design: Designing Play for the Gamer in All of Us


$53.06


Casual games are changing the face of the game industry. They are bringing new players to games and reinvigorating former gamers. From the puzzle game downloadables that your mom devours to the Rock Band kit drawing a crowd at a party of twenty-somethings, these games share a focused simplicity that brings players of all demographics into the game. Casual games look easy and inviting to the player, but these games are deceivingly difficult to design. They need to cleverly mask their complexity so as not to frighten off players. This book offers insider tips and strategies on how to design casual games that appeal to all sorts of audiences (moms, and grandps alike ) The book focuses on how to create elegant games that draw in a wide variety of players, even ones skeptical of games. Designers will take away valuable insights and practical advice so that they can get started right away on designing – interviews with top game designers who have learned through experience offer pearls of advice for designers eager to break into this hot new field of gaming. 1. Author, Greg Trefry, has worked on a wide range of games from hit downloadable games to alternative reality games. He shares his expertise and approaches to designing casual games by surveying the landscape and providing specific design tips and techniques. 2. The book balances theory and market overviews with practical advice for developing casual games, from brainstorming to balancing to promoting. 3. Features interviews that give designers access to the invaluable experiences of the designers behind hit casual titles from "Diner Dash" to "Desktop Tower Defence" to "Rock Band," giving readers a spectrum of viewpoints. 4. Practical Steps provided so that designers can benefit from immediately putting advice to practical use, with steps for brainstorming, concept development, pitching, specing, developing and balancing. 5. Potential IGDA (International Game Developer Association) endorsement on cover of book – Jason Della Rocca and Casual Game SIG lead reviewing and leaning towards formal endorsement.

Games


Games


$19.99


Pascal Normand Games – Art Print

Games and Gaming: An Introduction to New Media


Games and Gaming: An Introduction to New Media


$24.79


The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Sony Xbox to platforms such as iPhones and online gaming worlds, the realm of games and their scope has become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, "Games and Gaming" provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

Human Services Technology: Understanding, Designing, and Implementing Computer and Internet Applications in the Social Services


Human Services Technology: Understanding, Designing, and Implementing Computer and Internet Applications in the Social Services


$24.35


Featuring new and updated information on computer technologies, including networking and using the Internet as a necessary tool for professionals, Human Services Technology: Understanding, Designing, and Implementing Computer and Internet Applications in the Social Services will help individual human service professionals and agencies understand, design, implement, and manage computer and Internet applications. Combining several relevant fields, this informative guide provides you with the knowledge to effectively collect, store, manipulate, and communicate information to better serve clients and successfully manage human service agencies. Human Services Technology explains basic technological terms and gives you the history of technology uses before you explore other areas of Information Technology (IT). This essential guide will also improve your ability to find and understand recent research and information on important topics. Human Services Technology will expand your technical know-how and help you better serve clients by offering you proven methods and explanations, such as: describing terms–such as hardware, networking, and telecommunications–with easy-to-understand analogies and examples using IT applications to support social policies, improve service coordination among agencies, efficiently manage agencies in order to save time, support workers’decision making with information, and assist clients solving the problems that internal and external issues cause when determining IT needs, such as working with federal reporting requirements understanding and dealing with the 10 most critical IT issues for managementContaining dozens of graphs, tables, and figures, this knowledgeable book will help you with any IT problem you encounter. Symbols by certain subjects in the book indicate that you can find more information and references on that issue through links on the book’s accompanying Web site. Human Services Technology will enable you to thoroughly understand and use IT to help you offer improved services to clients and manage agencies with increased efficiency and effectiveness.

Expressive Processing: Digital Fictions, Computer Games, and Software Studies


Expressive Processing: Digital Fictions, Computer Games, and Software Studies


$28.52


What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough–or should we look further? In "Expressive Processing, " Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin suggests that it is the authors and artists with knowledge of these processes who will use the expressive potential of computation to define the future of fiction and games. He also explores how computational processes themselves express meanings through distinctive designs, histories, and intellectual kinships that may not be visible to audiences. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist "Eliza" and the first major story-generation system "Tale-Spin" to the complex city-planning game "SimCity." Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance. Most books on digital media focus on what the machines of digital media look like from the outside but ignore the computational machines that make digital media possible. With this book–the first to approach computational processes from the perspective of media, games, and fiction–Wardrip-Fruin examines both the outside and the inside of digital media’s machines. "Software Studies series"

Escape From Paradise


Escape From Paradise


$19.99


“Become a brave, fearless leader of the survivors in a massive shipwreck by setting up camp on the island. You must build a rescue object to get your friends off the island and eventually home to safety and warmth. Enjoy 12 additional mini games and 5 major games to help you hone your skills. Explore the massive island and its surroundings to unlock new games that will help you gather resources and aid in your quest.”


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