Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1627766766
Category : Games & Activities
Languages : en
Pages : 124
Book Description
Inside the guide: - The Location of all 66 Fruits and all 10 Secret Memos, and how to easily obtain them. - An intricate and detailed 15 Day Walkthrough to help you impress the Miiverse. - Learn how to defeat every single enemy quickly and easily. - Two hours of full HD videos, with commentary, detailing how to trounce bosses in record times and earn every platinum medal in mission mode. - Get ahead of the leaderboard curve, and get the most out of Pikmin 3.
Pikmin 3 - Strategy Guide
Pikmin 3
Author: Nick von Esmarch
Publisher: Prima Games
ISBN: 9780307897091
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Pikmin 3(tm) Prima Official Game Guide includes: · Follow the path - labeled maps show you the optimal routes to take and where all items are located · Gather your Pikmin - step-by-step walkthrough with proven strategies on how to defeat each boss · Area breakdowns - areas broken down by types of enemies, where each piece of fruit is and the locations for all hidden items · Collect everything - Complete lists for every piece of fruit, enemy and item · Free eGuide Access - Zoom in to get a closer look at maps, or find exactly what you are looking for with the search engine
Publisher: Prima Games
ISBN: 9780307897091
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Pikmin 3(tm) Prima Official Game Guide includes: · Follow the path - labeled maps show you the optimal routes to take and where all items are located · Gather your Pikmin - step-by-step walkthrough with proven strategies on how to defeat each boss · Area breakdowns - areas broken down by types of enemies, where each piece of fruit is and the locations for all hidden items · Collect everything - Complete lists for every piece of fruit, enemy and item · Free eGuide Access - Zoom in to get a closer look at maps, or find exactly what you are looking for with the search engine
3000 Facts about Video Games
Author: James Egan
Publisher: Lulu.com
ISBN: 1326818864
Category : Performing Arts
Languages : en
Pages : 350
Book Description
There is a version of The Legend of Zelda where every character is Nicholas Cage.Donkey Kong started off as a Popeye game.The combos in Street Fighter II were created by accident.The combat system in Batman: Arkham Asylum was supposed to resemble Guitar Hero.When the trailer of Crash Bandicoot was first revealed, some people thought it looked so good, the demo was fake.The lead character of Cuphead was nearly a unicycle.Destiny cost $500 million.Halo was originally called Blam!Nintendo was created in 1889.Mortal Kombat was only made by four people.Final Fantasy was meant to be called Fighting Fantasy.There's a version of Grand Theft Auto V where meteors keep smashing into the city.The blocks in Tetris are called Tetriminos.Sonic appeared in two games before Sonic the Hedgehog.There were not supposed to be any people in The Sims.
Publisher: Lulu.com
ISBN: 1326818864
Category : Performing Arts
Languages : en
Pages : 350
Book Description
There is a version of The Legend of Zelda where every character is Nicholas Cage.Donkey Kong started off as a Popeye game.The combos in Street Fighter II were created by accident.The combat system in Batman: Arkham Asylum was supposed to resemble Guitar Hero.When the trailer of Crash Bandicoot was first revealed, some people thought it looked so good, the demo was fake.The lead character of Cuphead was nearly a unicycle.Destiny cost $500 million.Halo was originally called Blam!Nintendo was created in 1889.Mortal Kombat was only made by four people.Final Fantasy was meant to be called Fighting Fantasy.There's a version of Grand Theft Auto V where meteors keep smashing into the city.The blocks in Tetris are called Tetriminos.Sonic appeared in two games before Sonic the Hedgehog.There were not supposed to be any people in The Sims.
Level Up 2025: An AFK Book
Author: Dynamo Limited
Publisher: Scholastic Inc.
ISBN: 1546122737
Category : Juvenile Nonfiction
Languages : en
Pages : 212
Book Description
Get ready for the ultimate annual video game guide! From scoops on the hottest games on the horizon to tips and tricks that will help you become a certified gaming master, Level Up 2025 has got it all! Get hyped for a wild year of gaming with this guide to all the year's latest and greatest! Level Up 2025 is has got you covered with info on all the coolest games and consoles that you may have missed, as well as what to look out for next! From heavy hitters like Mario and Zelda to secret indie gems, this guide has it all! All games featured in AFK's Level Up 2025 are rated T for Teen or younger -- perfect for young gamers.
Publisher: Scholastic Inc.
ISBN: 1546122737
Category : Juvenile Nonfiction
Languages : en
Pages : 212
Book Description
Get ready for the ultimate annual video game guide! From scoops on the hottest games on the horizon to tips and tricks that will help you become a certified gaming master, Level Up 2025 has got it all! Get hyped for a wild year of gaming with this guide to all the year's latest and greatest! Level Up 2025 is has got you covered with info on all the coolest games and consoles that you may have missed, as well as what to look out for next! From heavy hitters like Mario and Zelda to secret indie gems, this guide has it all! All games featured in AFK's Level Up 2025 are rated T for Teen or younger -- perfect for young gamers.
Vintage Game Consoles
Author: Bill Loguidice
Publisher: CRC Press
ISBN: 1135006512
Category : Computers
Languages : en
Pages : 369
Book Description
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
Publisher: CRC Press
ISBN: 1135006512
Category : Computers
Languages : en
Pages : 369
Book Description
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
Digital Games and Mathematics Learning
Author: Tom Lowrie
Publisher: Springer
ISBN: 9401795177
Category : Education
Languages : en
Pages : 318
Book Description
Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.
Publisher: Springer
ISBN: 9401795177
Category : Education
Languages : en
Pages : 318
Book Description
Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.
HCI in Games
Author: Xiaowen Fang
Publisher: Springer Nature
ISBN: 303105637X
Category : Computers
Languages : en
Pages : 675
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Publisher: Springer Nature
ISBN: 303105637X
Category : Computers
Languages : en
Pages : 675
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCI in Games 2022 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Secrets of Video Game Consoles
Author: Michael Hart
Publisher: White Owl
ISBN: 1399070908
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Did you know the Nintendo Wii had a medical condition named after it? Or that the Sega Saturn almost had the Nintendo 64's graphics chip? Did you realize the Atari Jaguar contained five different processors? Are you aware that a fake website about beekeeping was used to promote an Xbox game? Learn about all of this and more in this unique trivia book about the history of video game consoles that gives you the complete stories in detail! These facts cover a wide range of subjects, such as which console introduced certain technology and features, esoteric hardware oddities, marketing fails and successes, stories behind key games, how certain indispensable people shaped the whole industry, development history, court cases, peculiar events, weird relationships between companies and technical explanations. Plenty of these would be obscure facts that you may not know, but even if you are familiar with them, do you know the full story? 31 video game consoles stretching from 1972 to 2017 are covered, containing more than 235 in-depth facts, numerous other pieces of trivia and over 350 images to create a single package unlike any other that gamers of all ages will find interesting! If you want to fill your head with plenty of knowledge about your favorite video game consoles to amaze your friends with, then this book is for you!
Publisher: White Owl
ISBN: 1399070908
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Did you know the Nintendo Wii had a medical condition named after it? Or that the Sega Saturn almost had the Nintendo 64's graphics chip? Did you realize the Atari Jaguar contained five different processors? Are you aware that a fake website about beekeeping was used to promote an Xbox game? Learn about all of this and more in this unique trivia book about the history of video game consoles that gives you the complete stories in detail! These facts cover a wide range of subjects, such as which console introduced certain technology and features, esoteric hardware oddities, marketing fails and successes, stories behind key games, how certain indispensable people shaped the whole industry, development history, court cases, peculiar events, weird relationships between companies and technical explanations. Plenty of these would be obscure facts that you may not know, but even if you are familiar with them, do you know the full story? 31 video game consoles stretching from 1972 to 2017 are covered, containing more than 235 in-depth facts, numerous other pieces of trivia and over 350 images to create a single package unlike any other that gamers of all ages will find interesting! If you want to fill your head with plenty of knowledge about your favorite video game consoles to amaze your friends with, then this book is for you!
Reus - Official Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1627763686
Category : Games & Activities
Languages : en
Pages : 119
Book Description
Reus is a god game by Abbey Games in which you take control of nature through the hands of mighty giants. You possess all imaginable powers over nature! There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices. You can shape their world, but not their will. It’s your responsibility to maintain a balance in which man is not overpowered by nature, and nature does not fall to man’s greed. Inside the guide: • Descriptions of the game's premise and core gameplay concepts. • Information and tips on how to tackle every level 1, 2 and 3 development - clear the game's 64 development challenges. • Detailed explanations of gameplay elements. • Information on every resource in the game. Every Plant, Animal and Mineral detailed. • Information on the Giants and their powers, and how best to evolve them.
Publisher: Gamer Guides
ISBN: 1627763686
Category : Games & Activities
Languages : en
Pages : 119
Book Description
Reus is a god game by Abbey Games in which you take control of nature through the hands of mighty giants. You possess all imaginable powers over nature! There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices. You can shape their world, but not their will. It’s your responsibility to maintain a balance in which man is not overpowered by nature, and nature does not fall to man’s greed. Inside the guide: • Descriptions of the game's premise and core gameplay concepts. • Information and tips on how to tackle every level 1, 2 and 3 development - clear the game's 64 development challenges. • Detailed explanations of gameplay elements. • Information on every resource in the game. Every Plant, Animal and Mineral detailed. • Information on the Giants and their powers, and how best to evolve them.
Assessing and Treating Suicidal Thinking and Behaviors in Children and Adolescents
Author: Leslie W. Baker
Publisher: Taylor & Francis
ISBN: 1040093558
Category : Psychology
Languages : en
Pages : 256
Book Description
Assessing and Treating Suicidal Thinking and Behaviors in Children and Adolescents is a guide to working with children and young people who present with either obvious or hidden suicidal thoughts, preoccupations, or plans. Chapters explore a range of treatment approaches and focus on how to support parents, caregivers, families, and schools. Expressive therapies are highlighted, but the chapters also cover evidence-based models such as cognitive-behavioral therapy (CBT), dialectical behaviour therapy (DBT), and prescriptive play therapy. Expressive therapists, school-based counselors, and other clinicians who work with at-risk children and adolescents from diverse communities and backgrounds will come away from this book with the tools they need to integrate the individual child’s capabilities, sources of distress, and internal and external resources in order to build a developmentally sensitive treatment plan.
Publisher: Taylor & Francis
ISBN: 1040093558
Category : Psychology
Languages : en
Pages : 256
Book Description
Assessing and Treating Suicidal Thinking and Behaviors in Children and Adolescents is a guide to working with children and young people who present with either obvious or hidden suicidal thoughts, preoccupations, or plans. Chapters explore a range of treatment approaches and focus on how to support parents, caregivers, families, and schools. Expressive therapies are highlighted, but the chapters also cover evidence-based models such as cognitive-behavioral therapy (CBT), dialectical behaviour therapy (DBT), and prescriptive play therapy. Expressive therapists, school-based counselors, and other clinicians who work with at-risk children and adolescents from diverse communities and backgrounds will come away from this book with the tools they need to integrate the individual child’s capabilities, sources of distress, and internal and external resources in order to build a developmentally sensitive treatment plan.