Author: Huxley Rivers
Publisher: Publifye AS
ISBN: 8233932280
Category : Computers
Languages : en
Pages : 218
Book Description
""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.
The World of Minecraft
Author: Heather E. Schwartz
Publisher: Lerner Publications
ISBN: 1541511980
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
Do you know where the inventor of Minecraft got the idea for the game? Explore the history and culture surrounding the Minecraft games, books, and toys. Have fun as you learn strategies for playing the game along with fascinating facts!
Publisher: Lerner Publications
ISBN: 1541511980
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
Do you know where the inventor of Minecraft got the idea for the game? Explore the history and culture surrounding the Minecraft games, books, and toys. Have fun as you learn strategies for playing the game along with fascinating facts!
Beautiful Minecraft
Author: James Delaney
Publisher: No Starch Press
ISBN: 1593277652
Category : Games & Activities
Languages : en
Pages : 116
Book Description
With a bit of imagination and a heavy dose of artistic talent, Minecraft blocks can be used to build almost anything. But as you’ll see, some artists are taking Minecraft building to a whole new level. Beautiful Minecraft is a compendium of stunning artwork built in Minecraft. Using millions of blocks and spending hundreds of hours, these artists have created floating steampunk cities, alien worlds, detailed classical sculptures, fantastical landscapes, architectural marvels, and more. The results are simply beautiful.
Publisher: No Starch Press
ISBN: 1593277652
Category : Games & Activities
Languages : en
Pages : 116
Book Description
With a bit of imagination and a heavy dose of artistic talent, Minecraft blocks can be used to build almost anything. But as you’ll see, some artists are taking Minecraft building to a whole new level. Beautiful Minecraft is a compendium of stunning artwork built in Minecraft. Using millions of blocks and spending hundreds of hours, these artists have created floating steampunk cities, alien worlds, detailed classical sculptures, fantastical landscapes, architectural marvels, and more. The results are simply beautiful.
The Game Mindcraft
Author: Huxley Rivers
Publisher: Publifye AS
ISBN: 8233932280
Category : Computers
Languages : en
Pages : 218
Book Description
""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.
Publisher: Publifye AS
ISBN: 8233932280
Category : Computers
Languages : en
Pages : 218
Book Description
""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.
We the Gamers
Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926104
Category : Education
Languages : en
Pages : 401
Book Description
Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Publisher: Oxford University Press
ISBN: 0190926104
Category : Education
Languages : en
Pages : 401
Book Description
Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
The Next Dimension
Author: Tom Emrich
Publisher: John Wiley & Sons
ISBN: 1394262574
Category : Business & Economics
Languages : en
Pages : 246
Book Description
Your guide to transforming your business with spatial computing, featuring real use cases and proof points of augmented reality in marketing, advertising, and sales Ready to revolutionize your business? The Next Dimension: How to Use Augmented Reality For Business Growth In The Era of Spatial Computing, by Tom Emrich, explores the power of augmented reality (AR) to propel your business strategy into the next wave of computing. Learn how AR is reshaping the digital landscape, crafting a new marketing mix, and evolving retail into a brand-new consumer experience. Gain valuable insights on realizing success with AR across the marketing funnel, activate and engage ‘Generation AR,’ and move beyond traditional ads with immersive campaigns that are co-created with your consumer. With real-world examples from brands like LEGO, BMW, Walmart, Gucci, Diageo, and more, this guide equips you with everything you need to use AR technology for immediate and impactful results. What's Inside? Game-Changing Benefits: Spatial Computing 101: Get introduced to the future of computing. Understand how spatial computing transforms our relationship with technology and uncover the new opportunities it offers for your business. Your 3D Wakeup Call: Learn to spatialize your business by embracing 3D. Discover the latest consumer devices and develop a 3D strategy that maximizes your investment across consumer touchpoints. Marketing in an Augmented World: Explore how brands seamlessly integrate AR into their marketing mix. Dive into common mobile AR use cases and see how brand pioneers are marketing with mixed reality headsets like Apple Vision Pro and Meta Quest 3. Advertising in the Next Dimension: Break free from traditional banner ads with immersive AR campaigns. Learn to digitize print and out-of-home advertising and get a glimpse of future opportunities with smartglasses. Selling with Spatial Computing: Revolutionize e-commerce into AR-commerce by bringing showrooms to customers and making online shopping feel more tangible. Use AR to turn a trip to the store into an unforgettable experience. Why The Next Dimension is Your Must-Have Guide: Groundbreaking Insights: Tom Emrich demystifies cutting-edge technology, breaking it down into simple, actionable steps that make AR accessible and exciting for everyone. Real-World Success Stories: Immerse yourself in inspiring case studies from pioneering brands leveraging AR platforms from Meta, Snap, TikTok, Niantic, and more. These include data points demonstrating how AR achieves results from awareness to purchase. Actionable Roadmaps: Receive detailed, practical guidance on effectively integrating AR, covering everything from innovative marketing tactics to measurement considerations. Future-Proof Your Career: Ramp up your knowledge, gain inspiration, and find out how to develop an AR-centric strategy to stay ahead in this ever-evolving tech landscape. The Next Dimension is more than a book; it's your key to unlocking the digital frontier. Become a spatial computing champion and help take yourself and your business to the forefront of this technology. Bonus for book owners: This book is AR-activated. Bring the cover to life with a WebAR experience created by EyeJack. PLUS, talk to an AI about this book with ‘The Next Dimension Book GPT.’
Publisher: John Wiley & Sons
ISBN: 1394262574
Category : Business & Economics
Languages : en
Pages : 246
Book Description
Your guide to transforming your business with spatial computing, featuring real use cases and proof points of augmented reality in marketing, advertising, and sales Ready to revolutionize your business? The Next Dimension: How to Use Augmented Reality For Business Growth In The Era of Spatial Computing, by Tom Emrich, explores the power of augmented reality (AR) to propel your business strategy into the next wave of computing. Learn how AR is reshaping the digital landscape, crafting a new marketing mix, and evolving retail into a brand-new consumer experience. Gain valuable insights on realizing success with AR across the marketing funnel, activate and engage ‘Generation AR,’ and move beyond traditional ads with immersive campaigns that are co-created with your consumer. With real-world examples from brands like LEGO, BMW, Walmart, Gucci, Diageo, and more, this guide equips you with everything you need to use AR technology for immediate and impactful results. What's Inside? Game-Changing Benefits: Spatial Computing 101: Get introduced to the future of computing. Understand how spatial computing transforms our relationship with technology and uncover the new opportunities it offers for your business. Your 3D Wakeup Call: Learn to spatialize your business by embracing 3D. Discover the latest consumer devices and develop a 3D strategy that maximizes your investment across consumer touchpoints. Marketing in an Augmented World: Explore how brands seamlessly integrate AR into their marketing mix. Dive into common mobile AR use cases and see how brand pioneers are marketing with mixed reality headsets like Apple Vision Pro and Meta Quest 3. Advertising in the Next Dimension: Break free from traditional banner ads with immersive AR campaigns. Learn to digitize print and out-of-home advertising and get a glimpse of future opportunities with smartglasses. Selling with Spatial Computing: Revolutionize e-commerce into AR-commerce by bringing showrooms to customers and making online shopping feel more tangible. Use AR to turn a trip to the store into an unforgettable experience. Why The Next Dimension is Your Must-Have Guide: Groundbreaking Insights: Tom Emrich demystifies cutting-edge technology, breaking it down into simple, actionable steps that make AR accessible and exciting for everyone. Real-World Success Stories: Immerse yourself in inspiring case studies from pioneering brands leveraging AR platforms from Meta, Snap, TikTok, Niantic, and more. These include data points demonstrating how AR achieves results from awareness to purchase. Actionable Roadmaps: Receive detailed, practical guidance on effectively integrating AR, covering everything from innovative marketing tactics to measurement considerations. Future-Proof Your Career: Ramp up your knowledge, gain inspiration, and find out how to develop an AR-centric strategy to stay ahead in this ever-evolving tech landscape. The Next Dimension is more than a book; it's your key to unlocking the digital frontier. Become a spatial computing champion and help take yourself and your business to the forefront of this technology. Bonus for book owners: This book is AR-activated. Bring the cover to life with a WebAR experience created by EyeJack. PLUS, talk to an AI about this book with ‘The Next Dimension Book GPT.’
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
The Ultimate Unofficial Encyclopedia for Minecrafters: Multiplayer Mode
Author: Cara J. Stevens
Publisher: Simon and Schuster
ISBN: 1510718257
Category : Juvenile Fiction
Languages : en
Pages : 235
Book Description
In Minecraft’s infinite, expandable, interactive playground, players are free to create—or destroy—anything in the universe. But interactive play opens an entirely new way for players to experience the world of Minecraft, and this is the first gamer’s guide to tackle all the possibilities of Minecraft’s open platform, multiplayer world. Learn everything you need to know about this whole new way of experiencing the amazing and ever-expanding world of Minecraft, including: How and where to play safely online Three ways to play: LAN, server, and realms Parkour, roleplay, and mini-games Playing in Creative and Survival modes Finding and making the most of mods And server plugins for advanced players! With hundreds of screenshots for easy visual reference and definitions of every term that might trip a player up, this exciting book covers the A to Z of collaborating with Minecraft’s millions of players, from everywhere in the world!
Publisher: Simon and Schuster
ISBN: 1510718257
Category : Juvenile Fiction
Languages : en
Pages : 235
Book Description
In Minecraft’s infinite, expandable, interactive playground, players are free to create—or destroy—anything in the universe. But interactive play opens an entirely new way for players to experience the world of Minecraft, and this is the first gamer’s guide to tackle all the possibilities of Minecraft’s open platform, multiplayer world. Learn everything you need to know about this whole new way of experiencing the amazing and ever-expanding world of Minecraft, including: How and where to play safely online Three ways to play: LAN, server, and realms Parkour, roleplay, and mini-games Playing in Creative and Survival modes Finding and making the most of mods And server plugins for advanced players! With hundreds of screenshots for easy visual reference and definitions of every term that might trip a player up, this exciting book covers the A to Z of collaborating with Minecraft’s millions of players, from everywhere in the world!
Mission to the Moon
Author: Mark Cheverton
Publisher: Simon and Schuster
ISBN: 1510718915
Category : Juvenile Fiction
Languages : en
Pages : 300
Book Description
This adventure series is created especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO. Entity303, the cruel villain who has poisoned vanilla Minecraft with dangerous and bizarre mods, was able to escape the sky-islands of Mystcraft, leaving the surface of Minecraft in a giant rocket. Gameknight999 knows Weaver must be sent back into the past so the timeline can be repaired and the eventual destruction of all the Minecraft worlds can be stopped. But to send him back, they must find the time-traveling portal that brought Weaver to the future. And only Entity303 knows the location. They have no choice; Gameknight999 and his friends must follow behind, landing on a strange and barren lunar landscape, a world stranger and more alien (in more ways than one) than any other Minecraft mod. It’s here that they must battle outer space mobs, combat monster bosses, and find Entity303. But as they close in on the terrible user, Gameknight999 will discover Entity303’s real scheme, and the very thought of what the evil user plans will fill everyone with terror. Can the User-that-is-not-a-user catch Entity303 as he travels through the cold reaches of universe, before it’s too late? Come along with Gameknight999 on his most thrilling adventure yet, to a biome unlike anything else in the Overworld: outer space!
Publisher: Simon and Schuster
ISBN: 1510718915
Category : Juvenile Fiction
Languages : en
Pages : 300
Book Description
This adventure series is created especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO. Entity303, the cruel villain who has poisoned vanilla Minecraft with dangerous and bizarre mods, was able to escape the sky-islands of Mystcraft, leaving the surface of Minecraft in a giant rocket. Gameknight999 knows Weaver must be sent back into the past so the timeline can be repaired and the eventual destruction of all the Minecraft worlds can be stopped. But to send him back, they must find the time-traveling portal that brought Weaver to the future. And only Entity303 knows the location. They have no choice; Gameknight999 and his friends must follow behind, landing on a strange and barren lunar landscape, a world stranger and more alien (in more ways than one) than any other Minecraft mod. It’s here that they must battle outer space mobs, combat monster bosses, and find Entity303. But as they close in on the terrible user, Gameknight999 will discover Entity303’s real scheme, and the very thought of what the evil user plans will fill everyone with terror. Can the User-that-is-not-a-user catch Entity303 as he travels through the cold reaches of universe, before it’s too late? Come along with Gameknight999 on his most thrilling adventure yet, to a biome unlike anything else in the Overworld: outer space!
The Microgenre
Author: Anne H. Stevens
Publisher: Bloomsbury Publishing USA
ISBN: 1501345826
Category : Social Science
Languages : en
Pages : 225
Book Description
Everybody knows, and maybe even loves, a microgenre. Plague romances and mommy memoirs. Nudie-cutie movies, Nazi zombies, and dinosaur erotica. Baby burlesks, Minecraft fiction, grindcore, premature ejaculation poetry...microgenres come in all varieties and turn up in every form of media under the sun, tailor-made for enthusiasts of all walks of life. Coming into use in the last decade or so, the term "microgenre" classifies increasingly niche-marketed worlds in popular music, fiction, television, and the Internet. Netflix has recently highlighted our fascination with the ultra-niche genre with hilariously specific classifications -- “independent supernatural dramedy featuring a strong female lead” – that can sometimes hit a little too close to home. Each contribution in this collection introduces readers to a different microgenre, drawn from a range of historical periods and from a variety of media. The Microgenre presents a previously untreated point of cultural curiosity, revealing the profound truth that humanity's desire to classify is often only matched by the unsustainability of the obscure and hyper-specific. It also affirms, in colorful detail, what most people suspect but have trouble fathoming in an increasingly homogenized and commercial West: that imaginative projects are just that, imaginative, diverse, and sometimes completely and hilariously inexplicable.
Publisher: Bloomsbury Publishing USA
ISBN: 1501345826
Category : Social Science
Languages : en
Pages : 225
Book Description
Everybody knows, and maybe even loves, a microgenre. Plague romances and mommy memoirs. Nudie-cutie movies, Nazi zombies, and dinosaur erotica. Baby burlesks, Minecraft fiction, grindcore, premature ejaculation poetry...microgenres come in all varieties and turn up in every form of media under the sun, tailor-made for enthusiasts of all walks of life. Coming into use in the last decade or so, the term "microgenre" classifies increasingly niche-marketed worlds in popular music, fiction, television, and the Internet. Netflix has recently highlighted our fascination with the ultra-niche genre with hilariously specific classifications -- “independent supernatural dramedy featuring a strong female lead” – that can sometimes hit a little too close to home. Each contribution in this collection introduces readers to a different microgenre, drawn from a range of historical periods and from a variety of media. The Microgenre presents a previously untreated point of cultural curiosity, revealing the profound truth that humanity's desire to classify is often only matched by the unsustainability of the obscure and hyper-specific. It also affirms, in colorful detail, what most people suspect but have trouble fathoming in an increasingly homogenized and commercial West: that imaginative projects are just that, imaginative, diverse, and sometimes completely and hilariously inexplicable.
Raspberry Pi User Guide
Author: Eben Upton
Publisher: John Wiley & Sons
ISBN: 1119264367
Category : Computers
Languages : en
Pages : 327
Book Description
Learn the Raspberry Pi 3 from the experts! Raspberry Pi User Guide, 4th Edition is the "unofficial official" guide to everything Raspberry Pi 3. Written by the Pi's creator and a leading Pi guru, this book goes straight to the source to bring you the ultimate Raspberry Pi 3 manual. This new fourth edition has been updated to cover the Raspberry Pi 3 board and software, with detailed discussion on its wide array of configurations, languages, and applications. You'll learn how to take full advantage of the mighty Pi's full capabilities, and then expand those capabilities even more with add-on technologies. You'll write productivity and multimedia programs, and learn flexible programming languages that allow you to shape your Raspberry Pi into whatever you want it to be. If you're ready to jump right in, this book gets you started with clear, step-by-step instruction from software installation to system customization. The Raspberry Pi's tremendous popularity has spawned an entire industry of add-ons, parts, hacks, ideas, and inventions. The movement is growing, and pushing the boundaries of possibility along with it—are you ready to be a part of it? This book is your ideal companion for claiming your piece of the Pi. Get all set up with software, and connect to other devices Understand Linux System Admin nomenclature and conventions Write your own programs using Python and Scratch Extend the Pi's capabilities with add-ons like Wi-Fi dongles, a touch screen, and more The credit-card sized Raspberry Pi has become a global phenomenon. Created by the Raspberry Pi Foundation to get kids interested in programming, this tiny computer kick-started a movement of tinkerers, thinkers, experimenters, and inventors. Where will your Raspberry Pi 3 take you? The Raspberry Pi User Guide, 3rd Edition is your ultimate roadmap to discovery.
Publisher: John Wiley & Sons
ISBN: 1119264367
Category : Computers
Languages : en
Pages : 327
Book Description
Learn the Raspberry Pi 3 from the experts! Raspberry Pi User Guide, 4th Edition is the "unofficial official" guide to everything Raspberry Pi 3. Written by the Pi's creator and a leading Pi guru, this book goes straight to the source to bring you the ultimate Raspberry Pi 3 manual. This new fourth edition has been updated to cover the Raspberry Pi 3 board and software, with detailed discussion on its wide array of configurations, languages, and applications. You'll learn how to take full advantage of the mighty Pi's full capabilities, and then expand those capabilities even more with add-on technologies. You'll write productivity and multimedia programs, and learn flexible programming languages that allow you to shape your Raspberry Pi into whatever you want it to be. If you're ready to jump right in, this book gets you started with clear, step-by-step instruction from software installation to system customization. The Raspberry Pi's tremendous popularity has spawned an entire industry of add-ons, parts, hacks, ideas, and inventions. The movement is growing, and pushing the boundaries of possibility along with it—are you ready to be a part of it? This book is your ideal companion for claiming your piece of the Pi. Get all set up with software, and connect to other devices Understand Linux System Admin nomenclature and conventions Write your own programs using Python and Scratch Extend the Pi's capabilities with add-ons like Wi-Fi dongles, a touch screen, and more The credit-card sized Raspberry Pi has become a global phenomenon. Created by the Raspberry Pi Foundation to get kids interested in programming, this tiny computer kick-started a movement of tinkerers, thinkers, experimenters, and inventors. Where will your Raspberry Pi 3 take you? The Raspberry Pi User Guide, 3rd Edition is your ultimate roadmap to discovery.