Computer Gaming World's Why Won't This #@$! Game Work

Author: Denny Atkin

Publisher: Brady

ISBN: 1566865808

Category: Games & Activities

Page: 163

View: 749

PC Gaming: Computer Gaming World's Instant Expert Guide covers everything new game players need to know, such as game genres, terminology, ratings, and new technology, as well as hardware needs, accessories, and how to troubleshoot the most common problems. The free CD includes hot game demos, such as Quake, Star Trek Generations and Command & Conquer Red Alert, which are attractive to avid players, but will also serve as a "try-before-you-buy" sampler for new gamers.
Computer Games and Virtual Worlds

Author: Ross A. Dannenberg

Publisher: American Bar Association

ISBN: 1604427507

Category: Computers

Page: 298

View: 683

This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.
Kiplinger's Personal Finance

Author:

Publisher:

ISBN:

Category:

Page: 122

View: 678

The most trustworthy source of information available today on savings and investments, taxes, money management, home ownership and many other personal finance topics.
Create Computer Games

Author: Patrick McCabe

Publisher: John Wiley & Sons

ISBN: 9781119404224

Category: Juvenile Nonfiction

Page: 256

View: 237

PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code – build some basic knowledge of how computer code drives videogames Get animated – create simple graphics and learn how to put them in motion Update a classic – put your knowledge together to put your modern twist on a classic game
Game Cultures: Computer Games As New Media

Author: Dovey, Jon

Publisher: McGraw-Hill Education (UK)

ISBN: 9780335213573

Category: Social Science

Page: 183

View: 373

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Weekly World News

Weekly World News

Author:

Publisher:

ISBN:

Category:

Page: 44

View: 180

Rooted in the creative success of over 30 years of supermarket tabloid publishing, the Weekly World News has been the world's only reliable news source since 1979. The online hub www.weeklyworldnews.com is a leading entertainment news site.
The First World War in Computer Games

Author: C. Kempshall

Publisher: Springer

ISBN: 9781137491763

Category: History

Page: 118

View: 766

The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.
The Game Beat: Observations and Lessons from Two Decades Writing About Games

Author: Kyle Orland

Publisher: Lulu Press, Inc

ISBN: 9780359649198

Category: Computers

Page:

View: 141

The Game Beat examines the whos, hows, and whys of the journalists and critics covering the young but growing game industry. This collection of over 80 columns covers everything from the decline of print gaming magazines to the ethics of paid junkets to the importance of review scores and much more.
How Computer Games Help Children Learn

Author: D. Shaffer

Publisher: Springer

ISBN: 9780230601994

Category: Education

Page: 242

View: 965

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Video Game Worlds

Author: Timothy Rowlands

Publisher: Left Coast Press

ISBN: 9781611320695

Category: Games & Activities

Page: 203

View: 929

Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.
The Routledge Research Companion to Media Geography

Author: Paul C. Adams

Publisher: Routledge

ISBN: 9781317042822

Category: Social Science

Page: 396

View: 512

This Companion provides an authoritative source for scholars and students of the nascent field of media geography. While it has deep roots in the wider discipline, the consolidation of media geography has started only in the past decade, with the creation of media geography’s first dedicated journal, Aether, as well as the publication of the sub-discipline’s first textbook. However, at present there is no other work which provides a comprehensive overview and grounding. By indicating the sub-discipline’s evolution and hinting at its future, this volume not only serves to encapsulate what geographers have learned about media but also will help to set the agenda for expanding this type of interdisciplinary exploration. The contributors-leading scholars in this field, including Stuart Aitken, Deborah Dixon, Derek McCormack, Barney Warf, and Matthew Zook-not only review the existing literature within the remit of their chapters, but also articulate arguments about where the future might take media geography scholarship. The volume is not simply a collection of individual offerings, but has afforded an opportunity to exchange ideas about media geography, with contributors making connections between chapters and developing common themes.