Xbox 360?For Dummies

Xbox 360?For Dummies
Author: Brian Johnson
Publisher: John Wiley & Sons
Total Pages: 362
Release: 2006-01-31
Genre: Games & Activities
ISBN: 0471771805

Provides information on the features and functions of the Xbox 360.

My Xbox

My Xbox
Author: Bill Loguidice
Publisher: Que Publishing
Total Pages: 483
Release: 2012-01-26
Genre: Computers
ISBN: 0132832062

This is the quick, visual, one-stop tutorial for everyone who wants to get maximum fun and entertainment out of their Xbox 360, Xbox Live, and Kinect controller. Gaming experts Christina and Bill Loguidice cover everything Xbox has to offer, uncovering cool features and tools most users won't ever discover on their own. You learn how to get started with Xbox 360; fast-network your Xbox 360s; run the media content in your Windows PCs; personalize your Xbox experiences; find great stuff on Microsoft's Game, Video, and Music Marketplaces; get acquainted with your Xbox friends and communities; get to know the Kinect controller and Hub; and find great Kinect games and get better at playing them. This book's concise, step-by-step instructions link to callouts on Xbox screen captures that show you exactly what to do. Tips and Notes help you discover powerful new techniques and shortcuts, and Help features guide you past common problems. This book is designed for all 50,000,000 Xbox 360 owners: from those who've just purchased their first system, to those diving headfirst into Kinect gaming, to millions of Xbox Live subscribers who want to get even more out of Microsoft's online services.

Warp Zone: The Future of Gaming

Warp Zone: The Future of Gaming
Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
Total Pages: 36
Release: 2021-08-11
Genre: Juvenile Nonfiction
ISBN: 1731649835

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.

XBOX 360 Forensics

XBOX 360 Forensics
Author: Steven Bolt
Publisher: Elsevier
Total Pages: 305
Release: 2011-02-07
Genre: Computers
ISBN: 1597496243

XBOX 360 Forensics is a complete investigation guide for the XBOX game console. Because the XBOX 360 is no longer just a video game console — it streams movies, connects with social networking sites and chatrooms, transfer files, and more — it just may contain evidence to assist in your next criminal investigation. The digital forensics community has already begun to receive game consoles for examination, but there is currently no map for you to follow as there may be with other digital media. XBOX 360 Forensics provides that map and presents the information in an easy-to-read, easy-to-reference format.This book is organized into 11 chapters that cover topics such as Xbox 360 hardware; XBOX LIVE; configuration of the console; initial forensic acquisition and examination; specific file types for Xbox 360; Xbox 360 hard drive; post-system update drive artifacts; and XBOX Live redemption code and Facebook.This book will appeal to computer forensic and incident response professionals, including those in federal government, commercial/private sector contractors, and consultants. - Game consoles are routinely seized and contain evidence of criminal activity - Author Steve Bolt wrote the first whitepaper on XBOX investigations

Gamer Citizens

Gamer Citizens
Author: Ilya Brookwell
Publisher: Taylor & Francis
Total Pages: 134
Release: 2024-06-25
Genre: Social Science
ISBN: 1040038956

This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.

Your Turn!

Your Turn!
Author: Scott A. Rogers
Publisher: John Wiley & Sons
Total Pages: 602
Release: 2023-09-27
Genre: Games & Activities
ISBN: 1119981603

Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you! In Your Turn! The Guide to Great Tabletop Game Design, veteran game designer Scott Rogers—creator of tabletop games including Rayguns and Rocketships, Pantone the Game and ALIEN: Fate of the Nostromo—delivers a practical walkthrough to help YOU create over a half-dozen game prototypes, including dice, card, euro, miniature, and party games. The book is packed with easy-to-follow instructions, charming illustrations, and hands-on lessons based on the author's proven knowledge and experience. And once you've made your game, Your Turn! will teach you how to prepare, pitch and sell it whether through crowdfunding or a publisher. You’ll also learn how to: Write and create elegant and crystal-clear rules of play Playtest your games to improve quality, fix problems, and gather feedback Learn what players want and how to design for it Learn the secrets of the Six Zones of Play and why they are so important to your game design! Your Turn! is the essential guide for practicing and aspiring tabletop game designers everywhere! Why wait to make the tabletop game of your dreams? Grab this book and prepare to take Your Turn!

Race, Gender, and Deviance in Xbox Live

Race, Gender, and Deviance in Xbox Live
Author: Kishonna L. Gray
Publisher: Routledge
Total Pages: 114
Release: 2014-03-21
Genre: Social Science
ISBN: 0323296254

Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities-Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment. Provides students, researchers, and practitioners with a baseline understanding of the structure of digitally mediated spaces such as Xbox Live Shows how the architecture of virtual spaces can foster racism, sexism, and possibly criminal activity Examines how unregulated virtual spaces lead to deviant acts and should be taken more seriously given the potential for criminal activity

The Story of Gamer Zone

The Story of Gamer Zone
Author: Davis Ray Sickmon, Jr.
Publisher: CreateSpace
Total Pages: 244
Release: 2009-02-02
Genre: Business & Economics
ISBN: 9781441446749

Failure is often an excellent teacher. Unfortunately in business it's an expensive education. Worse, no one in business wants to talk about failures they've had. The Story of Gamer Zone chronicles a LAN Gaming center from Wichita, Kansas. For geeks and non-geeks alike, it covers Gamer Zone's successes and failures and presents a lesson for anyone looking to open a business. Sometimes funny, sometimes, sad, sometimes frustrating, The Story of Gamer Zone is a business roller coster ride!

HWM

HWM
Author:
Publisher:
Total Pages: 132
Release: 2005-07
Genre:
ISBN:

Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.

Video Game Recruiting

Video Game Recruiting
Author: Tom Germann
Publisher: Tom Germann
Total Pages: 208
Release: 2016-05-16
Genre: Fiction
ISBN:

Science Fiction and the Scientists lied….. There was no golden age of discovery. No FTL or Galactic Federations. At first contact we found out how wrong we had been about the future. Then a failed alien invasion had crushed our reborn hope. ========================================== Tim grew up a normal kid. He went to school and spent time with friends. After all ‘work hard, play hard’ is the way people live now. All Tim had ever wanted was a nice entry level management position somewhere. Preferably in The Glentol Corporation. He didn’t know that he would become involved in something much bigger. There have never been many successful candidates for Marine training. The requirements are high and only a few successfully complete training every year. Humanity needs every Marine it has and more. Tim will be put into a situation where he will discover the sabotage in the recruiting program. Will he be able to expose the cause and fix it? Or will he fail and watch as the experimental video game recruiting process is shut down? Without the Marines how will humanity survive when the aliens come back? Book 2 in The Corporate Marines Welcome To The Marines out now. Book 3 in The Corporate Marines First Deployment coming soon. =========================================== Author's Note: I just want to say thank you for taking the time to look at my book with a special thanks to those of you who have purchased it. I appreciate that you are spending your valuable time looking at my work, and it's my hope that it has been able to bring you some entertainment, and reading pleasure. Reviews are always appreciated.