Collecting Gadgets and Games

Collecting Gadgets and Games PDF Author: Daniel Blythe
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description

Collecting Gadgets and Games

Collecting Gadgets and Games PDF Author: Daniel Blythe
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Get Book Here

Book Description


Collecting Gadgets and Games from the 1950s-90s

Collecting Gadgets and Games from the 1950s-90s PDF Author: Daniel Blythe
Publisher: Pen and Sword
ISBN: 184468105X
Category : Antiques & Collectibles
Languages : en
Pages : 187

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Book Description
Daniel Blythe takes a trip down memory lane with his first book for Remember When, focusing on toys, games and gadgets from our youth; from Simon to the ZX Spectrum, from the Walkman to the boom-box, from the Bat mobile to Bond's Aston Martin and the TARDIS. From gadgets everyone had to those they desired to own, this is the book on big boysÍ toys and their value. Whilst firms such as Sony focus on toys of the future, the latest Playstations and X-boxes, the author looks at the forgotten gadgets, the early MP3 players and radio sets and shows how to turn them into ready-money or future collectables. He also reveals what makes a future collectable and discovers which action heroes are better than others when it comes to the collectables world.

Gadgets and Games

Gadgets and Games PDF Author: Chris Oxlade
Publisher: Capstone Classroom
ISBN: 1432970364
Category : Juvenile Nonfiction
Languages : en
Pages : 58

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Book Description
Examines how electronic games and other devices are designed, tested, manufactured, and marketed, and explores their life cycle, including their disposal and recycling.

Gadgets, Games and Gizmos

Gadgets, Games and Gizmos PDF Author: Jean-Marie Donat
Publisher: Summersdale
ISBN: 9781786850713
Category : Technology & Engineering
Languages : en
Pages : 0

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Book Description
Discover the designs behind some of the most amazing inventions ever imagined. This book contains original drawings submitted to the patent office for such indispensable items as the paperclip, the ballpoint pen and the umbrella, as well as technological marvels like the space suit, the floppy disk and the Polaroid camera - and not forgetting fun and frivolous things like the Barbie doll, the skateboard and the Game Boy. Expand your knowledge and inspire your inner inventor with this fully illustrated guide to the everyday gadgets, games and gizmos that changed the world!

Make Your Own Scratch Games!

Make Your Own Scratch Games! PDF Author: Anna Anthropy
Publisher: No Starch Press
ISBN: 1593279361
Category : Juvenile Nonfiction
Languages : en
Pages : 194

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Book Description
Learn to make interactive games with Scratch—the beginner-friendly, block-based programming language from the MIT Media Lab! Anna Anthropy, game designer extraordinaire, will show you how to do everything from building a game map to creating animations and debugging the end product. Take a peek inside the history of video game design, learn programming basics, and turn your ideas into creative games that you can play and share with your friends. Learn how to: •Draw characters like a hungry, leaf-eating bug•Animate characters—make them walk, jump, climb, and fall! •Create objects for your player to collect and obstacles to avoid •Design multiple levels to create a cave exploring platform game•Create sound effects and music for your games •Share your games online and use player feedback to improve your games Isn’t it time to Make Your Own Scratch Games? The world is waiting! Covers Scratch 3.0

Making Marble-Action Games, Gadgets, Mazes and Contraptions

Making Marble-Action Games, Gadgets, Mazes and Contraptions PDF Author: Alan Bridgewater
Publisher: Stackpole Books
ISBN: 9780811728553
Category : Crafts & Hobbies
Languages : en
Pages : 136

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Book Description
Easy-to-follow text. Helpful photographs.

Gadgets, Games and Gizmos for Learning

Gadgets, Games and Gizmos for Learning PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9780787995669
Category : Business & Economics
Languages : en
Pages : 448

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Book Description
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Collector's Guide to Toys, Games, and Puzzles

Collector's Guide to Toys, Games, and Puzzles PDF Author: Harry L. Rinker
Publisher: Wallace-Homestead
ISBN: 9780870695728
Category : Antiques & Collectibles
Languages : en
Pages : 190

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Book Description


Collecting Classic Video Games

Collecting Classic Video Games PDF Author: Billy Galaxy
Publisher: Schiffer Pub Limited
ISBN: 9780764314568
Category : Games
Languages : en
Pages : 144

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Book Description
In over 1000 color photographs, video games made in the 1970s and 1980s for the Atari, Colecovision, and Intellivision systems are displayed, ranging from Asteroids to Zaxxon, including Donkey Kong and Pac-Man. Games from less familiar systems such as Bally's Astrocade and Magnavox's Odyssey are featured as well. Also included are examples of each game system, current market values, and much more.

The Archives

The Archives PDF Author: Aa. Vv.
Publisher: Mimesis
ISBN: 8857530183
Category : Art
Languages : en
Pages : 188

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Book Description
The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.