The Sims

The Sims PDF Author: Rick Barba
Publisher:
ISBN: 9780761541370
Category : Computer games
Languages : en
Pages : 192

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Book Description

The Sims

The Sims PDF Author: Rick Barba
Publisher:
ISBN: 9780761541370
Category : Computer games
Languages : en
Pages : 192

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Book Description


The Sims, Livin' Large

The Sims, Livin' Large PDF Author: Rick Barba
Publisher: Prima Lifestyles
ISBN:
Category : Games & Activities
Languages : en
Pages : 220

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Book Description
"The Sims: Livin' Large -- Prima's Official Strategy Guide" covers both the original Sims game and the hot new expansion pack-Livin Large! This valuable guide will help you create and manage your instant family, as well as provide needed parenting tips. Detailed strategies will help you deal with all new gameplay elements-from roach infestations to alien abductions.

The Sims: The Complete Guide

The Sims: The Complete Guide PDF Author: Eric Boland
Publisher: Lulu.com
ISBN: 0557847397
Category :
Languages : en
Pages : 200

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Book Description


Experience Design

Experience Design PDF Author: Marc Hassenzahl
Publisher: Springer Nature
ISBN: 3031021916
Category : Computers
Languages : en
Pages : 134

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Book Description
In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design

Sims Box Set 1 Thru 5 : Prima's Official Strategy Guide

Sims Box Set 1 Thru 5 : Prima's Official Strategy Guide PDF Author: Prima Temp Authors
Publisher: Prima Games
ISBN: 9780761541387
Category : Games
Languages : en
Pages : 160

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Book Description
Title Selling Points Sales Ranking: AA Includes these official strategy guides from Prima: - The Sims - The Sims: Livin' Large - The Sims: House Party - The Sims: Hot Date - The Sims: Vacation

The Rough Guide to Videogames

The Rough Guide to Videogames PDF Author: Kate Berens
Publisher: Rough Guides UK
ISBN: 1848362293
Category : Games & Activities
Languages : en
Pages : 312

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Book Description
The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.

Time, Space, and the Market

Time, Space, and the Market PDF Author: Stephen Brown
Publisher: Routledge
ISBN: 131745359X
Category : Business & Economics
Languages : en
Pages : 362

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Book Description
A study of retroscapes, commercial environments that evoke past times and places, a ubiquitous manifestation of modern marketing. It covers an array of retailing milieux, in a number of different countries, at a variety of spatial scales, and from various evaluative perspectives, both pro and con.

Natal Signs: Cultural Representations of Preguancy, Birth and Parenting

Natal Signs: Cultural Representations of Preguancy, Birth and Parenting PDF Author: Nadya Burton
Publisher: Demeter Press
ISBN: 1772580368
Category : Health & Fitness
Languages : en
Pages : 382

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Book Description
Natal Signs: Cultural Representations of Pregnancy, Birth and Parenting explores some of the ways in which reproductive experiences are taken up in the rich arena of cultural production. The chapters in this collection pose questions, unsettle assumptions, and generate broad imaginative spaces for thinking about representation of pregnancy, birth, and parenting. They demonstrate the ways in which practices of consuming and using representations carry within them the productive forces of creation. Bringing together an eclectic and vibrant range of perspectives, this collection offers readers the possibility to rethink and reimagine the diverse meanings and practices of representations of these significant life events. Engaging theoretical reflection and creative image making, the contributors explore a broad range of cultural signs with a focus on challenging authoritative representations in a manner that seeks to reveal rather than conceal the insistently problematic and contestable nature of image culture. Natal Signs gathers an exciting set of critically engaged voices to reflect on some of life’s most meaningful moments in ways that affirm natality as the renewed promise of possibility.

Digital Play

Digital Play PDF Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
ISBN: 9780773525917
Category : Business & Economics
Languages : en
Pages : 388

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Book Description
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.

Game Love

Game Love PDF Author: Jessica Enevold
Publisher: McFarland
ISBN: 147661878X
Category : Games & Activities
Languages : en
Pages : 284

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Book Description
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.