Author: Elliott Chin
Publisher:
ISBN: 9780761544210
Category : Games & Activities
Languages : en
Pages : 388
Book Description
Let the battle for Antonica begin! - Strategies for playing all three factions - Tips on every unit in the game - Details on all special abilities and spells for every lord, knight, and unit - Maps for all single- and multiplayer quests - Complete walkthroughs for all 36 missions!
Lords of EverQuest
Author: Elliott Chin
Publisher:
ISBN: 9780761544210
Category : Games & Activities
Languages : en
Pages : 388
Book Description
Let the battle for Antonica begin! - Strategies for playing all three factions - Tips on every unit in the game - Details on all special abilities and spells for every lord, knight, and unit - Maps for all single- and multiplayer quests - Complete walkthroughs for all 36 missions!
Publisher:
ISBN: 9780761544210
Category : Games & Activities
Languages : en
Pages : 388
Book Description
Let the battle for Antonica begin! - Strategies for playing all three factions - Tips on every unit in the game - Details on all special abilities and spells for every lord, knight, and unit - Maps for all single- and multiplayer quests - Complete walkthroughs for all 36 missions!
The Video Games Guide
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
The Masked Issue: GMR
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 100
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 100
Book Description
Law and Society Approaches to Cyberspace
Author: Paul Schiff Berman
Publisher: Routledge
ISBN: 1351154141
Category : Law
Languages : en
Pages : 724
Book Description
During the past decade, the rise of online communication has proven to be particularly fertile ground for academic exploration at the intersection of law and society. Scholars have considered how best to apply existing law to new technological problems but they also have returned to first principles, considering fundamental questions about what law is, how it is formed and its relation to cultural and technological change. This collection brings together many of these seminal works, which variously seek to interrogate assumptions about the nature of communication, knowledge, invention, information, sovereignty, identity and community. From the use of metaphor in legal opinions about the internet, to the challenges posed by globalization and deterritorialization, to the potential utility of online governance models, to debates about copyright, free expression and privacy, this collection offers an invaluable introduction to cutting-edge ideas about law and society in an online era. In addition, the introductory essay both situates this work within the trajectory of law and society scholarship and summarizes the major fault lines in ongoing policy debates about the regulation of online activity.
Publisher: Routledge
ISBN: 1351154141
Category : Law
Languages : en
Pages : 724
Book Description
During the past decade, the rise of online communication has proven to be particularly fertile ground for academic exploration at the intersection of law and society. Scholars have considered how best to apply existing law to new technological problems but they also have returned to first principles, considering fundamental questions about what law is, how it is formed and its relation to cultural and technological change. This collection brings together many of these seminal works, which variously seek to interrogate assumptions about the nature of communication, knowledge, invention, information, sovereignty, identity and community. From the use of metaphor in legal opinions about the internet, to the challenges posed by globalization and deterritorialization, to the potential utility of online governance models, to debates about copyright, free expression and privacy, this collection offers an invaluable introduction to cutting-edge ideas about law and society in an online era. In addition, the introductory essay both situates this work within the trajectory of law and society scholarship and summarizes the major fault lines in ongoing policy debates about the regulation of online activity.
Maximum PC
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 104
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Publisher:
ISBN:
Category :
Languages : en
Pages : 104
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
The Software Encyclopedia
Author:
Publisher:
ISBN:
Category : Computer industry
Languages : en
Pages : 1744
Book Description
Publisher:
ISBN:
Category : Computer industry
Languages : en
Pages : 1744
Book Description
Everquest Companion
Author: Robert Marks
Publisher: McGraw-Hill/Osborne Media
ISBN:
Category : Computers
Languages : en
Pages : 244
Book Description
Everquest is a Massively Multiplayer Online Role-Playing Game (MMORPG). This is the only book to tell the story behind Everquest, as it takes readers behind the scenes to meet the game's creators and developers.
Publisher: McGraw-Hill/Osborne Media
ISBN:
Category : Computers
Languages : en
Pages : 244
Book Description
Everquest is a Massively Multiplayer Online Role-Playing Game (MMORPG). This is the only book to tell the story behind Everquest, as it takes readers behind the scenes to meet the game's creators and developers.
Serious Games
Author: Ralf Dörner
Publisher: Springer
ISBN: 3319406124
Category : Computers
Languages : en
Pages : 429
Book Description
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Publisher: Springer
ISBN: 3319406124
Category : Computers
Languages : en
Pages : 429
Book Description
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
PC Gamer
Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 690
Book Description
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 690
Book Description
Official Gazette of the United States Patent and Trademark Office
Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1006
Book Description
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1006
Book Description