Godlike Gaming
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Author | : |
Publisher | : LexInnova Technologies, LLC |
Total Pages | : 26 |
Release | : 2014-07-01 |
Genre | : |
ISBN | : |
The video gaming industry is the fastest growing segment in the entertainment industry. Worth US$71 billion, it has already surpassed the music industry and is fast catching up with the US$87 billion film industry. This report provides a thorough patent trend analysis of five technologies that would set the course of the future of gaming.
Author | : Dennis Detwiller |
Publisher | : ARC Dream Publishing |
Total Pages | : 384 |
Release | : 2015-05-05 |
Genre | : Games |
ISBN | : 9781940410166 |
"You are larger than life, but the war is larger than you."Godlike is a tabletop superhero roleplaying game like no other. No bright spandex, no pulp machismo. In the face of a world on fire, ordinary men and women emerge who possess the Talents their times demand -- but who are still as vulnerable, and ultimately as expendable, as ordinary troops in the foxholes.Backed by a deep alternate history, players take the roles of Talents fighting in the greatest conflict of the Twentieth Century.This is an expanded and edited edition of the classic roleplaying game by Dennis Detwiller and Greg Stolze.
Author | : Suellen S. Adams |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 276 |
Release | : 2013-11-25 |
Genre | : Language Arts & Disciplines |
ISBN | : |
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Author | : |
Publisher | : PediaPress |
Total Pages | : 189 |
Release | : |
Genre | : |
ISBN | : |
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Author | : Ethan Gilsdorf |
Publisher | : Rowman & Littlefield |
Total Pages | : 335 |
Release | : 2010-09-01 |
Genre | : Social Science |
ISBN | : 0762766786 |
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac’s On the Road.” —National Public Radio’s “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks andGaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It’s a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post
Author | : George Gilder |
Publisher | : |
Total Pages | : 64 |
Release | : 2020-10-15 |
Genre | : |
ISBN | : 9781936599875 |
Pointing to the triumph of artificial intelligence over unaided humans in everything from games such as chess and Go to vital tasks such as protein folding and securities trading, many experts uphold the theory of a "singularity." This is the trigger point when human history ends and artificial intelligence prevails in an exponential cascade of self-replicating machines rocketing toward godlike supremacy in the universe. Gaming AI suggests that this belief is both dumb and self-defeating. Displaying a profound and crippling case of professional amnesia, the computer science establishment shows an ignorance of the most important findings of its own science, from Kurt Gödel's "incompleteness" to Alan Turing's "oracle" to Claude Shannon's "entropy." Dabbling in quantum machines, these believers in machine transcendence defy the deepest findings of quantum theory. Claiming to create minds, they are clinically "out of their minds." Despite the quasi-religious pretensions of techno-elites nobly saving the planet from their own devices, their faith in a techno-utopian singularity is a serious threat to real progress. An industry utterly dependent on human minds will not prosper by obsoleting both their customers and their creators. Gaming AI calls for a remedial immersion in the industry's own heroic history and an understanding of the actual science of their own human minds.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 2084 |
Release | : 2010-11-30 |
Genre | : Games & Activities |
ISBN | : 1609601963 |
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author | : Frank G. Bosman |
Publisher | : Routledge |
Total Pages | : 229 |
Release | : 2019-03-04 |
Genre | : Religion |
ISBN | : 0429018681 |
This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focusing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesizing these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.
Author | : Garry Crawford |
Publisher | : Routledge |
Total Pages | : 334 |
Release | : 2013-03-01 |
Genre | : Games & Activities |
ISBN | : 1135275041 |
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.
Author | : Richard Gorman |
Publisher | : Lulu.com |
Total Pages | : 204 |
Release | : 2017-02 |
Genre | : Games & Activities |
ISBN | : 1326894994 |
Welcome to a unique, intuitive and fast moving fantasy role-playing game. Supremely adaptable, you will be able to recreate your favourite fantasy world or develop your own land of magic, mystery and conflict. Playable with a standard deck of playing cards, a 14 sided dice or nothing at all but pencils, paper and a vivid imagination. Inside you'll find - - A swift and straightforward storytelling system - Character creation possibilities galore - A huge range of magical styles and traditions supported with dozens of spells - A plethora of customisable combat options - Extensive equipment listings - A wealth of astonishing creatures and personalities - An introductory scenario to get you up and running - Buckets of options and resources to help you tailor Horizons to your own needs and preferences Leave the mundane behind and dive mind first into a world of wonder.