Computer Spacegames

Computer Spacegames PDF Author: Daniel Isaaman
Publisher: Edc Pub
ISBN: 9780860206835
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.

Computer Spacegames

Computer Spacegames PDF Author: Daniel Isaaman
Publisher: Edc Pub
ISBN: 9780860206835
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
Offers computer programs for a dozen games, explains how each program works, and suggests ways to modify the games.

Space Time Play

Space Time Play PDF Author: Friedrich von Borries
Publisher: Springer Science & Business Media
ISBN: 376438414X
Category : Architecture
Languages : en
Pages : 496

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Book Description
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—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?

How Pac-Man Eats

How Pac-Man Eats PDF Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 0262360977
Category : Games & Activities
Languages : en
Pages : 382

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Book Description
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.

Gaming the Past

Gaming the Past PDF Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198

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Book Description
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.

Computer Simulations of Space Societies

Computer Simulations of Space Societies PDF Author: William Sims Bainbridge
Publisher: Springer
ISBN: 9783319905594
Category : Computers
Languages : en
Pages : 254

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Book Description
At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.

Creating Adventure Games on Your Computer

Creating Adventure Games on Your Computer PDF Author: Tim Hartnell
Publisher:
ISBN: 9780345318831
Category : Games & Activities
Languages : en
Pages : 212

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Book Description


Computer Simulations of Space Societies

Computer Simulations of Space Societies PDF Author: William Sims Bainbridge
Publisher: Springer
ISBN: 3319905600
Category : Computers
Languages : en
Pages : 256

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Book Description
At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.

Play Between Worlds

Play Between Worlds PDF Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206

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Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Becoming a Video Game Designer

Becoming a Video Game Designer PDF Author: Daniel Noah Halpern
Publisher: Simon & Schuster
ISBN: 1982137932
Category : Business & Economics
Languages : en
Pages : 160

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Book Description
A revealing guide to a career as a video game designer written by acclaimed journalist Daniel Noah Halpern and based on the real-life experiences of legendary designer Tom Cadwell of Riot Games—required reading for anyone considering a path to this profession. Becoming a Video Game Designer takes you behind the scenes to find out what it’s really like, and what it really takes, to become a video game designer. Gaming is a $138 billion-dollar entertainment industry, and designers are the beating heart. Long-form journalist Daniel Noah Halpern shadows top video game designer Tom Cadwell to show how this dream job becomes a reality. Cadwell is head of design at Riot Games, the company behind award-winning blockbuster games like League of Legends, which has an active user base of 111 million players. Creating a massive multiplayer online game takes years of visionary R&D—it is a blend of art and science. It is also big business. Learn the ins and the outs of the job from Cadwell as well as other designers, including Brendon Chung, acclaimed founder of Blendo Games. Successful designers must be creative decision makers and also engineers and collaborators. Gain professional wisdom by following Tom’s path to prominence, from his start as a passionate gamer to becoming one of the most revered designers in the business.

Video Games

Video Games PDF Author: Kevin Hile
Publisher: Greenhaven Publishing LLC
ISBN: 1420503065
Category : Young Adult Nonfiction
Languages : en
Pages : 106

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