Diary of a Minecraft Zombie Puzzle Book: Brain Busters

Diary of a Minecraft Zombie Puzzle Book: Brain Busters
Author: Zack Zombie
Publisher: Koala Books
Total Pages: 96
Release: 2021-03
Genre:
ISBN: 9781760979768

Bored? Bleugh! That's Zack Zombie's worst daymare! Test your skills with word, number and logic challenges in this mindbending, brain-stewing puzzle book. With over 65 puzzles to solve, and packed full of Zack and his mob mates, it's perfect for those times when you aren't able to button bash.

Diary of a Minecraft Zombie: DIY Diary HB Lockable Edition

Diary of a Minecraft Zombie: DIY Diary HB Lockable Edition
Author: Zack Zombie
Publisher: Koala Books
Total Pages: 96
Release: 2020-01-11
Genre:
ISBN: 9781760977412

Be the author of your very own Diary of a Minecraft Zombie book! Filled with heaps of space to plan the ultimate Minecraft party, brag about your PVP wins and make your own Minecraft Slime, this book is all you need to embrace the Minecraft life. Writing a diary can be hard work, but don't worry, Zack Zombie is here to guide you. Write your own life story about being (or becoming) the coolest kid in school, avoiding homework and saving your town from impending doom (if you're into that kinda stuff). With a bunch of activities and 36 lined pages, this DIY Diary will give you hours of fun!

Plugged in

Plugged in
Author: Patti M. Valkenburg
Publisher: Yale University Press
Total Pages: 341
Release: 2017-01-01
Genre: Psychology
ISBN: 0300218877

Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z

Actionable Gamification

Actionable Gamification
Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
Total Pages: 500
Release: 2019-12-03
Genre: Computers
ISBN: 183921077X

Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Magic and Loss

Magic and Loss
Author: Virginia Heffernan
Publisher: Simon and Schuster
Total Pages: 272
Release: 2017-06-27
Genre: Computers
ISBN: 1501132679

Virginia Heffernan gives a highly informative analysis of what the internet is and can be in an examination of its past, present and future.

Diary of a Minecraft Zombie #21

Diary of a Minecraft Zombie #21
Author: Zack Zombie (Fictitious character)
Publisher: Koala Books
Total Pages: 160
Release: 2019-09
Genre: Children's stories
ISBN: 9781760665623

Have you ever wondered what life is like for a Minecraft Zombie? Boogiemans Big Top circus is in town! Death-defying trapeze artists, loose-limbed contortionists, treacherous foot juggling and, worst of all, creepy clowns. Whats more, its open to the public! Zombie and his friends cant wait to get involved. But then Zombies mum, Mildred, disappears... and no one except him seems worried. Zombie has to juggle practising his act, looking after his dad and little brother AND leading the investigation to find his mum. Can he hold it all together, find his mum and pull off the craziest act in the circus?

Introduction to Information Systems

Introduction to Information Systems
Author: R. Kelly Rainer
Publisher: John Wiley & Sons
Total Pages: 452
Release: 2008-01-09
Genre: Computers
ISBN: 0470169001

WHATS IN IT FOR ME? Information technology lives all around us-in how we communicate, how we do business, how we shop, and how we learn. Smart phones, iPods, PDAs, and wireless devices dominate our lives, and yet it's all too easy for students to take information technology for granted. Rainer and Turban's Introduction to Information Systems, 2nd edition helps make Information Technology come alive in the classroom. This text takes students where IT lives-in today's businesses and in our daily lives while helping students understand how valuable information technology is to their future careers. The new edition provides concise and accessible coverage of core IT topics while connecting these topics to Accounting, Finance, Marketing, Management, Human resources, and Operations, so students can discover how critical IT is to each functional area and every business. Also available with this edition is WileyPLUS - a powerful online tool that provides instructors and students with an integrated suite of teaching and learning resources in one easy-to-use website. The WileyPLUS course for Introduction to Information Systems, 2nd edition includes animated tutorials in Microsoft Office 2007, with iPod content and podcasts of chapter summaries provided by author Kelly Rainer.

Network Aesthetics

Network Aesthetics
Author: Patrick Jagoda
Publisher: University of Chicago Press
Total Pages: 329
Release: 2016-03-22
Genre: Literary Criticism
ISBN: 022634665X

The term “network” is now applied to everything from the Internet to terrorist-cell systems. But the word’s ubiquity has also made it a cliché, a concept at once recognizable yet hard to explain. Network Aesthetics, in exploring how popular culture mediates our experience with interconnected life, reveals the network’s role as a way for people to construct and manage their world—and their view of themselves. Each chapter considers how popular media and artistic forms make sense of decentralized network metaphors and infrastructures. Patrick Jagoda first examines narratives from the 1990s and 2000s, including the novel Underworld, the film Syriana, and the television series The Wire, all of which play with network forms to promote reflection on domestic crisis and imperial decline in contemporary America. Jagoda then looks at digital media that are interactive, nonlinear, and dependent on connected audiences to show how recent approaches, such as those in the videogame Journey, open up space for participatory and improvisational thought. Contributing to fields as diverse as literary criticism, digital studies, media theory, and American studies, Network Aesthetics brilliantly demonstrates that, in today’s world, networks are something that can not only be known, but also felt, inhabited, and, crucially, transformed.

Video Games

Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
Total Pages: 209
Release: 2017-07-06
Genre: Computers
ISBN: 1474255426

A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

Designing Games

Designing Games
Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
Total Pages: 416
Release: 2013-01-03
Genre: Computers
ISBN: 144933802X

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design