Author: BradyGames
Publisher: BradyGames
ISBN: 9780744010008
Category : Games & Activities
Languages : en
Pages : 324
Book Description
The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!
XBOX 360 Achievements
Author: BradyGames
Publisher: BradyGames
ISBN: 9780744010008
Category : Games & Activities
Languages : en
Pages : 324
Book Description
The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!
Publisher: BradyGames
ISBN: 9780744010008
Category : Games & Activities
Languages : en
Pages : 324
Book Description
The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!
Xbox360 Achievement Guide
Author: Prima Games Staff
Publisher: Prima Games
ISBN: 9780761561583
Category : Games & Activities
Languages : en
Pages : 436
Book Description
Strategies for Unlocking Achievements from 100 top games including: Halo 3 (All 1250) Call of Duty 4: Modern Warfare Bioshock Army of Two DiRT Bully: Scholarship Edition Fable 2 Too Human Marvel Ultimate Alliance Blue Dragon Alone in the Dark And Many More Fast Points Earn five thousand gamer points in 24 hours of gameplay, 1000 points in 5 minutes, and 25 easy achievements. Points Galore TMNT (4 hours 1,000 points) Avatar (10 minutes 1,000 points) CSI (5 hours 1,000 points) Jumper (6 hours 1,000 points)
Publisher: Prima Games
ISBN: 9780761561583
Category : Games & Activities
Languages : en
Pages : 436
Book Description
Strategies for Unlocking Achievements from 100 top games including: Halo 3 (All 1250) Call of Duty 4: Modern Warfare Bioshock Army of Two DiRT Bully: Scholarship Edition Fable 2 Too Human Marvel Ultimate Alliance Blue Dragon Alone in the Dark And Many More Fast Points Earn five thousand gamer points in 24 hours of gameplay, 1000 points in 5 minutes, and 25 easy achievements. Points Galore TMNT (4 hours 1,000 points) Avatar (10 minutes 1,000 points) CSI (5 hours 1,000 points) Jumper (6 hours 1,000 points)
It Came From Ohio!: My Life As a Writer
Author: R. L. Stine
Publisher: Scholastic Inc.
ISBN: 0545820677
Category : Juvenile Nonfiction
Languages : en
Pages : 178
Book Description
Revised and updated, the autobiography of the Master of Fright, RL Stine! The autobiography of RL Stine, creator of the Goosebumps series, now a motion picture in theaters October 16, 2015!Has he had a horrifying life?-Was RL Stine a SCARY kid?-Did he have a WEIRD family?-Did his friends at school think he was STRANGE?- Why does he like to TERRIFY his readers?-Where does he get the frightening ideas for his stories?All of your questions about best-selling your favorite author are answering in this STINE-TINGLING life story! For the first time ever, RL Stine reveals what he was like when he was YOUR age--and what his scary life is like TODAY!Plus: Private snapshots and photos from his family album!
Publisher: Scholastic Inc.
ISBN: 0545820677
Category : Juvenile Nonfiction
Languages : en
Pages : 178
Book Description
Revised and updated, the autobiography of the Master of Fright, RL Stine! The autobiography of RL Stine, creator of the Goosebumps series, now a motion picture in theaters October 16, 2015!Has he had a horrifying life?-Was RL Stine a SCARY kid?-Did he have a WEIRD family?-Did his friends at school think he was STRANGE?- Why does he like to TERRIFY his readers?-Where does he get the frightening ideas for his stories?All of your questions about best-selling your favorite author are answering in this STINE-TINGLING life story! For the first time ever, RL Stine reveals what he was like when he was YOUR age--and what his scary life is like TODAY!Plus: Private snapshots and photos from his family album!
My Xbox One
Author: Bill Loguidice
Publisher: Que Publishing
ISBN: 0133539938
Category : Computers
Languages : en
Pages : 320
Book Description
My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect™, Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to • Set up Xbox One, Kinect, and Xbox Live quickly–and start having fun now! • Personalize settings, gamertags, avatars, gamerpics… your whole Xbox One experience • Start your party, add chat, use built-in Skype, even make group video calls • Capture video of your best gameplay moments with Game DVR • Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more • Play or stream all the music you love • Web surf with Xbox One’s supercharged version of Internet Explorer • Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate
Publisher: Que Publishing
ISBN: 0133539938
Category : Computers
Languages : en
Pages : 320
Book Description
My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect™, Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to • Set up Xbox One, Kinect, and Xbox Live quickly–and start having fun now! • Personalize settings, gamertags, avatars, gamerpics… your whole Xbox One experience • Start your party, add chat, use built-in Skype, even make group video calls • Capture video of your best gameplay moments with Game DVR • Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more • Play or stream all the music you love • Web surf with Xbox One’s supercharged version of Internet Explorer • Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate
You've Been Played
Author: Adrian Hon
Publisher: Basic Books
ISBN: 1541600193
Category : Business & Economics
Languages : en
Pages : 297
Book Description
How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.
Publisher: Basic Books
ISBN: 1541600193
Category : Business & Economics
Languages : en
Pages : 297
Book Description
How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.
Debugging Game History
Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf
Achievement Relocked
Author: Geoffrey Engelstein
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149
Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149
Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.
Brain Juice
Author: R. L. Stine
Publisher: Scholastic Paperbacks
ISBN: 9780590767842
Category : Juvenile Fiction
Languages : en
Pages : 121
Book Description
Attaining fantastic mental abilities after drinking alien-made brain juice, Nathan and Micah become targeted by the aliens, who are seeking a few good, exceptionally smart, young humans. Original.
Publisher: Scholastic Paperbacks
ISBN: 9780590767842
Category : Juvenile Fiction
Languages : en
Pages : 121
Book Description
Attaining fantastic mental abilities after drinking alien-made brain juice, Nathan and Micah become targeted by the aliens, who are seeking a few good, exceptionally smart, young humans. Original.
Video Game Achievements and Unlockables
Author: Barbara Smith
Publisher: Prima Lifestyles
ISBN: 9780761557036
Category : Games & Activities
Languages : en
Pages : 308
Book Description
- Achievements for over 200 Xbox 360 games. - Easy and Hard icons let you know which points to go after first! - Bonus: unlockables for hundreds of games on every major console!
Publisher: Prima Lifestyles
ISBN: 9780761557036
Category : Games & Activities
Languages : en
Pages : 308
Book Description
- Achievements for over 200 Xbox 360 games. - Easy and Hard icons let you know which points to go after first! - Bonus: unlockables for hundreds of games on every major console!
Lego Batman, the Videogame
Author: Michael Littlefield
Publisher: Prima Lifestyles
ISBN: 9780761560463
Category : Computer games
Languages : en
Pages : 0
Book Description
•Walkthrough — Thorough walkthroughs for the 15 hero and the 15 villain missions even for Freeplay Mode! •Maps — Detailed maps from sewers to rooftops with the locations of red power bricks and LEGO canisters! •Character Info and Suits— Complete character descriptions with breakdowns of their abilities and power suits! •Vehicles — Descriptions on all vehicles including the Batmobile, Batboat and Batwing! •Unlockables — Full info on unlockable characters and hidden levels! •Achievements: Xbox 360 achievements shown!
Publisher: Prima Lifestyles
ISBN: 9780761560463
Category : Computer games
Languages : en
Pages : 0
Book Description
•Walkthrough — Thorough walkthroughs for the 15 hero and the 15 villain missions even for Freeplay Mode! •Maps — Detailed maps from sewers to rooftops with the locations of red power bricks and LEGO canisters! •Character Info and Suits— Complete character descriptions with breakdowns of their abilities and power suits! •Vehicles — Descriptions on all vehicles including the Batmobile, Batboat and Batwing! •Unlockables — Full info on unlockable characters and hidden levels! •Achievements: Xbox 360 achievements shown!