Back to the future of Gaming

Back to the future of Gaming PDF Author: Willy Christian Kriz
Publisher: wbv Media GmbH & Company KG
ISBN: 3763954260
Category : Education
Languages : en
Pages : 310

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Book Description
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Back to the future of Gaming

Back to the future of Gaming PDF Author: Willy Christian Kriz
Publisher: wbv Media GmbH & Company KG
ISBN: 3763954260
Category : Education
Languages : en
Pages : 310

Get Book Here

Book Description
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Warp Zone: The Future of Gaming

Warp Zone: The Future of Gaming PDF Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
ISBN: 1731649835
Category : Juvenile Nonfiction
Languages : en
Pages : 36

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Book Description
Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Gamer Army

Gamer Army PDF Author: Trent Reedy
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267

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Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

Gaming: The Future's Language

Gaming: The Future's Language PDF Author: Richard D. Duke
Publisher:
ISBN: 9783763954230
Category :
Languages : de
Pages : 184

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Book Description


Young Guns

Young Guns PDF Author: Austin Moorhead
Publisher: Hachette Books
ISBN: 0316421391
Category : Games & Activities
Languages : en
Pages : 163

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Book Description
THE FASCINATING INSIDE STORY OF THE QUEST TO BUILD THE WORLD'S MOST AMBITIOUS PROFESSIONAL GAMING LEAGUE--AND THE RACE TO WIN ITS $1,000,000 PRIZE. Welcome to the high-stakes world of esports where shit-talking teenage gamers, billionaire sports franchise owners, and celebrity entrepreneurs are all competing to understand and conquer the fast-emerging future of entertainment. The burgeoning frontier of professional gaming has moved beyond the niche corners of the internet to become a global phenomenon, upending youth viewership for the major sports leagues and opening a generational rift over the nature of "athletics." Soon, professional video game competitions may well be as ingrained in our culture as Monday Night Football. YOUNG GUNS: Obsession, Overwatch, and the Future of Gamingtakes readers behind the scenes of the esports boom and into the lives of the gamers and game changers leading the charge, unfurling a wry, unexpected, and often hilarious narrative about the rise of professional gaming and the business of electronic sports. An avid gamer himself, author Austin Moorhead became fascinated by pro gaming, in particular the Overwatch League (OWL) after sports titans Robert Kraft, Stan Kroenke, and Jeff Wilpon each paid $20 million for a team. At the same time that he began investigating the inner-workings of the league, OWL launched esports into the American mainstream, inking TV deals with ABC and ESPN, selling out NBA stadiums for live competitions, and minting a new version of young pro athletes. Embedding with two top teams in the Overwatch League, the San Francisco Shock and the London Spitfire, as they embark on the inaugural season, Moorhead pulls back the curtain on the grueling practice schedules and spartan lifestyles of the league's most popular players. In addition to the "gamer houses" and competitions in which the pros hone their skills, Moorhead takes readers into the board room of Overwatch-developer Blizzard Entertainment, where entrepreneurs eager to capitalize on youth culture take bets on new esports franchises for tens of millions. The result is a rollicking story about the superstars of the future and the absurd collision of adolescent prodigies and high-stakes industry, an uproarious look at the future of sports and entertainment that is part Bringing Down the House, part Moneyball.

Back to the Future

Back to the Future PDF Author: Michael Klastorin
Publisher: Harper Design
ISBN: 9780062419149
Category : Performing Arts
Languages : en
Pages : 0

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Book Description
Great Scott! Go Back to the Future with Doc Brown and Marty McFly in this visually stunning look at the creation of one of the most beloved movie trilogies of all time. Few films have made an impact on popular culture like the Back to the Future trilogy. This deluxe, officially licensed book goes behind the scenes to tell the complete story of the making of these hugely popular movies and how the adventures of Marty McFly and Doc Brown became an international phenomenon. Back to the Future: The Ultimate Visual History is a stunning journey into the creation of this beloved time-traveling saga and features hundreds of never-before-seen images from all three movies, along with rare concept art, storyboards, and other visual treasures. The book also features exclusive interviews with key cast and crew members—including Michael J. Fox, Christopher Lloyd, Lea Thompson, Robert Zemeckis, Bob Gale, Steven Spielberg, Frank Marshall, Kathleen Kennedy, and more—and tells the complete story of the production of the movies, from the initial concept to the staging of iconic scenes such as the “Enchantment Under the Sea” dance and the hoverboard sequence. The book also delves into the wider Back to the Future universe, exploring the animated television show and Back to the Future: The Ride. Written by Michael Klastorin—the production publicist on the second and third movies—with Back to the Future expert Randal Atamaniuk, this book delivers a range of surprises from the Universal Pictures archives and also includes a wealth of special removable items. Comprehensive, compelling, and definitive, Back to the Future: The Ultimate Visual History is the book that fans have been waiting for. Removable items include: Hill Valley High School Tardy Slip Back to the Future The Ride security pass Save the Clocktower leaflet Sepia photograph of Marty and Doc from Part III Marty’s note to Doc from the first film with the envelope George McFly’s book Jaws 19 movie poster George and Lorraine’s prom photo Doc’s flux capacitor sketch from the first film Doc’s note to Marty from 1885 Biff one dollar bill from Part II Blast from the Past receipt from Part II Lenticular version of the iconic McFly family photo from the first film

Gaming: The Future's Language

Gaming: The Future's Language PDF Author: Richard D. Duke
Publisher: wbv Media GmbH & Company KG
ISBN: 3763954244
Category : Education
Languages : en
Pages : 186

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Book Description
Als Richard Duke sein Buch "Gaming: The Future's Language" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.

Making School a Game Worth Playing

Making School a Game Worth Playing PDF Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375137
Category : Education
Languages : en
Pages : 221

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Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Back to the Future: Race Through Time

Back to the Future: Race Through Time PDF Author: Marc Sumerak
Publisher: Insight Editions
ISBN: 9781683835486
Category : Fiction
Languages : en
Pages : 0

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Book Description
Dash through Hill Valley history with this miniature collectible DeLorean! Experience beloved moments from the Back to the Future trilogy with this whimsically illustrated, interactive board book and toy DeLorean for fans of all ages. Time travelers can wind their way through the pages of history, visiting familiar spots in this quaint town during the Old West, 1955, and the far, distant future of 2015. Just wind up the DeLorean and--Great Scott!--watch it go! From the future home of Lyon Estates to the broken clock tower in the center of town, follow along as the DeLorean visits all the hot spots from the hit movie series. Bursting with fun facts and trivia about the town of Hill Valley, Back to the Future: Race Through Time is both an informative blast from the past and a fun ride into the future.

Power Play

Power Play PDF Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237

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Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.