The Sims 2 Pets

The Sims 2 Pets PDF Author: Greg Kramer
Publisher:
ISBN: 9780761554523
Category : Fantasy games
Languages : en
Pages : 0

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Book Description
Everything you need to create the perfect pet! • Tutorials help you perfect your Aspiration score • Discover the keys to developing your pets' behavior • Tables and charts detail all new available objects and their individual modifiers • Learn strategies to make the new "Genetic System" for specific pet breeding

The Sims 2 Pets

The Sims 2 Pets PDF Author: Greg Kramer
Publisher:
ISBN: 9780761554523
Category : Fantasy games
Languages : en
Pages : 0

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Book Description
Everything you need to create the perfect pet! • Tutorials help you perfect your Aspiration score • Discover the keys to developing your pets' behavior • Tables and charts detail all new available objects and their individual modifiers • Learn strategies to make the new "Genetic System" for specific pet breeding

The Sims 2 FreeTime

The Sims 2 FreeTime PDF Author: Greg Kramer
Publisher: Prima Games
ISBN: 0761559078
Category : City planning
Languages : en
Pages : 163

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Book Description
• Five all-new careers exposed, including cool career objects! • Immerse your Sims in ten engrossing hobbies • All new Talent Badges revealed • Dream big. Earn rewards. Learn how inside!

The Sims: The Complete Guide

The Sims: The Complete Guide PDF Author: Eric Boland
Publisher: Lulu.com
ISBN: 0557847397
Category :
Languages : en
Pages : 200

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Book Description


The Sims 2

The Sims 2 PDF Author: Prima Games
Publisher: Prima Games
ISBN: 9780761557708
Category :
Languages : en
Pages : 0

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Book Description
Titles:This box set will includeSims 2, Sims 2 University, Sims 2 Nightlife, Sims 2 Open for Business, Sims 2 Pets, Sims 2 Seasons,andSims 2 Bon Voyage. Objects & Socials:Detailed stats for every object, social, and build mode upgrade. Careers:Stats and tutorials for every career path in the Sims universe. Packaging:With the new stylized box art and mass-market trim size, this box set is dressed to impress.

The Sims 2 University

The Sims 2 University PDF Author: Greg Kramer
Publisher: Random House Digital, Inc.
ISBN: 9780761546368
Category : Games & Activities
Languages : en
Pages : 468

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Book Description
Full-color pages detailing how to: *Crash parties, get initiated into a secret society, hack your grades, and graduate with honors *Keep your Sims' grades on track in all 11 majors *Secure your final degree and open up four new career paths *Details on the all-new young adult age, influence, and lifetime wants *Charts and tables covering objects and socials *Tours of all colleges and their student bodies *Covers the original Sims 2 plus the expansion!

The Sims 2: Apartment Pets

The Sims 2: Apartment Pets PDF Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages :

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Book Description


Digital Environments

Digital Environments PDF Author: Sidney I. Dobrin
Publisher: Routledge
ISBN: 1315461315
Category : Social Science
Languages : en
Pages : 110

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Book Description
With the title serving as an umbrella term to distinguish simulated places from real places, Digital Environments signifies a shift in how we think about interactions with places and spaces, both real and simulated. The very idea of digital environments, though, complicates such distinctions, asking simultaneously (and perhaps reductively) as to how agents engage networks, and if there can be such distinctions between virtual and real place, between agents and networks. For ecocritics, the term brings together two concepts that are frequently cast as oppositional: digital standing in for technology/technological and environments often used to represent nature/wilderness. Thus, reading digital environments as technological nature asks us to consider not only the relationships between technologies and natures, but the very idea that there can be such distinctions, or that there might be technological natures and natural technologies. In this way, then, the play of digital/environment exposes complexities in how we theorize both technology and nature, complexities that often result in the inevitable exclusivity and polarity between the two ideas. The real and the simulated, the technological and the natural, all unfold in flagrant and complex ways that make evident the need for framing technological theories within the gaze of ecocriticism and the need for framing ecocritical theories within technological gazes. This collection considers the possibilities of bringing ecocritical approaches into conversation with digital environments. The intent is to initiate a dialogue between two areas of research often understood as disparate. This book was originally published as a special issue of Green Letters: Studies in Ecocriticism.

The Rough Guide to Videogames

The Rough Guide to Videogames PDF Author: Kate Berens
Publisher: Rough Guides UK
ISBN: 1848362293
Category : Games & Activities
Languages : en
Pages : 312

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Book Description
The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.

Extortionware 2011: The Official Fake Security Risks Removal Guide

Extortionware 2011: The Official Fake Security Risks Removal Guide PDF Author: C.V. Conner, Ph.D.
Publisher: Lulu.com
ISBN: 1257915509
Category :
Languages : en
Pages : 162

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Book Description


Design and Use of Serious Games

Design and Use of Serious Games PDF Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
ISBN: 1402094965
Category : Technology & Engineering
Languages : en
Pages : 205

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Book Description
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.