Gaming Technology

Gaming Technology PDF Author: Chris Oxlade
Publisher: Evans Brothers
ISBN: 0237540762
Category : Electronic games
Languages : en
Pages : 50

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Book Description
"Describes the technology used for creating and playing video games. Includes information on how different platforms work and the direction video game technology may be going" -- Provided by publisher.

Gaming Technology

Gaming Technology PDF Author: Chris Oxlade
Publisher: Evans Brothers
ISBN: 0237540762
Category : Electronic games
Languages : en
Pages : 50

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Book Description
"Describes the technology used for creating and playing video games. Includes information on how different platforms work and the direction video game technology may be going" -- Provided by publisher.

Gaming Technology: Streaming, VR, and More

Gaming Technology: Streaming, VR, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226391
Category : Juvenile Nonfiction
Languages : en
Pages : 34

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Book Description
With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Casino Gaming Technology

Casino Gaming Technology PDF Author: Jane Bokunewicz
Publisher: Prentice Hall
ISBN: 9780135046043
Category : Business & Economics
Languages : en
Pages : 180

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Book Description
The first of its kind, CASINO GAMING TECHNOLOGY explores the systems and technologies crucial to casino operations. Offering broad coverage, it traces the evolution of technology in slots, tables, casino cage, marketing, security, and miscellaneous systems like race/simulcast and sports book. Written from a business perspective, it focuses on how technology and systems are used to make better decisions, improve customer service and streamline operations. Each chapter includes learning activities and in-class discussions that prompt students to understand the past, present, and future impact of technology on the casino business.

Future Gaming

Future Gaming PDF Author: Paolo Ruffino
Publisher: MIT Press
ISBN: 1906897557
Category : Games & Activities
Languages : en
Pages : 162

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Book Description
A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies

Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies PDF Author: Pope, Nigel
Publisher: IGI Global
ISBN: 1605664073
Category : Computers
Languages : en
Pages : 414

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Book Description
Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.

The 12 Biggest Breakthroughs in Gaming Technology

The 12 Biggest Breakthroughs in Gaming Technology PDF Author: Jamie Kallio
Publisher: 12-Story Library
ISBN: 9781632355829
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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Book Description
Takes a look at 12 of the biggest breakthroughs in gaming technology. From game consoles and controllers to virtual reality and mobile gaming, the book features historic photos, engaging sidebars, and covers the impact of each breakthrough.

Gaming Technology: Streaming, VR, and More

Gaming Technology: Streaming, VR, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226413
Category : Juvenile Nonfiction
Languages : en
Pages : 34

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Book Description
With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

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.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2164

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Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Mobile Gaming in Asia

Mobile Gaming in Asia PDF Author: Dal Yong Jin
Publisher: Springer
ISBN: 9402408266
Category : Language Arts & Disciplines
Languages : en
Pages : 245

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Book Description
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors