Im Game
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Author | : Holly Robinson Peete |
Publisher | : Rodale |
Total Pages | : 246 |
Release | : 2005-08-15 |
Genre | : Sports & Recreation |
ISBN | : 9781594861635 |
A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.
Author | : Mark Wuthnow |
Publisher | : CRC Press |
Total Pages | : 388 |
Release | : 2009-07-28 |
Genre | : Computers |
ISBN | : 1420092871 |
IP Multimedia Subsystem (IMS) technology, which merges the Internet with interactive telecommunications, represents the here and now for today's packet-switched networks. Consequently, anyone working with or around these converging fields needs to possess a fundamental understanding of IMS and how this technology is poised to change the way new app
Author | : Tsuyoshi Kan |
Publisher | : |
Total Pages | : 64 |
Release | : 2017-08-31 |
Genre | : |
ISBN | : 9781945908804 |
Mina loves video games. But when she gets zapped inside her favorite game, she'll have to beat all the levels and defeat the fearsome cactus dragon to get out. Luckily, a friendly video game security guard is there to help. Wait, a video game security guard? Written by Tsuyoshi Kan, producer and narrator of Game Center CX (Retro Game Master), this English edition features a translation by the original illustrator and a special section about the book's journey from Japan by the team behind Legends of Localization, including sketches, storyboards, interviews, and an annotated look at the original Japanese edition.
Author | : Stewart Woods |
Publisher | : McFarland |
Total Pages | : 269 |
Release | : 2012-08-30 |
Genre | : Games & Activities |
ISBN | : 0786467975 |
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Author | : John Sharp |
Publisher | : MIT Press |
Total Pages | : 157 |
Release | : 2015-03-06 |
Genre | : Games & Activities |
ISBN | : 0262029073 |
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
Author | : Andrey Garnaev |
Publisher | : Springer Science & Business Media |
Total Pages | : 164 |
Release | : 2000-05-06 |
Genre | : Business & Economics |
ISBN | : 9783540671954 |
This book is on applications of game theory. The title of this book is not "Game Theory and its Applications" because it does not construct a general theory for considered games. The book contains a lot of examples of applica tion of game theory together with the background of those games considered and a list of unsolved problems. Also we consider only the game where the optimal strategies of the players are found in closed form. This book is an attempt to carryon the approach developed in nice books "Search Games" by Gal and "Geometric Games and their Applications" by Ruckle. The first chapter of this book supplies the required definitions and theorems from game theory. The second chapter deals with discrete search games where both players act simultaneously: the games of protection of a channel from infiltration of a submarine, the submarine versus helicopter game, the matrix search games and others. The third chapter considers the game where the players allocate their contin uous efforts. In these games players face up an alternative either not to come into contest if the cost of efforts seems too high, or come into it. In the last case the player have to decide how much resources they can afford to spend. The allocation models of search, antiballistic protection and marketing are investigated.
Author | : |
Publisher | : Waxmann Verlag |
Total Pages | : 511 |
Release | : |
Genre | : |
ISBN | : 3830977417 |
Author | : Jed Alger |
Publisher | : Insight Editions |
Total Pages | : 0 |
Release | : 2013-10-15 |
Genre | : Performing Arts |
ISBN | : 9781608872770 |
Based on the best-selling novel, Ender’s Game tells the thrilling story of the fight to save the world from a devastating future. Now, in this official companion volume, the behind-the-scenes world of the film is brought into stunning focus. Following an attack by an alien race known as the Formics—narrowly countered thanks only to the efforts of legendary war hero Mazer Rackham (Ben Kingsley)—Earth has been preparing itself for the next wave in the conflict. The fate of humanity lies in finding the next Mazer from a crop of the brightest young minds on the planet. Under the watchful eye of the International Fleet, the venerated Colonel Hyrum Graff (Harrison Ford) has been tasked with overseeing their training. Before long, a standout emerges among them: Ender Wiggin (Asa Butterfield), a shy but prodigiously talented misfit. His potential discovered, Ender is promoted to Command School, where he will soon find the war with the Formics to be more complex than he could have ever imagined. Packed with in-depth interviews, removable posters and army badges, stunning concept art, unparalleled access to the visual effects archives at Digital Domain, and countless full-color images, this insightful insider’s view of the making of Ender’s Game will bring fans closer into the world of the movie, following cast and crew as it is brought to dazzling life. Also featuring Hailee Steinfeld (True Grit) as Petra Arkanian, Viola Davis (The Help) as Major Gwen Anderson, and Abigail Breslin (Little Miss Sunshine) as Ender’s brilliant older sister, Valentine.
Author | : Marie Schneider |
Publisher | : Anchor Academic Publishing (aap_verlag) |
Total Pages | : 122 |
Release | : 2014-02-01 |
Genre | : Foreign Language Study |
ISBN | : 3954895684 |
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
Author | : Robert Meersman |
Publisher | : Springer Science & Business Media |
Total Pages | : 696 |
Release | : 2011-11-09 |
Genre | : Computers |
ISBN | : 3642251250 |
This volume constitutes the refereed proceedings of nine international workshops, EI2N+NSF ICE, ICSP, INBAST, ISDE, MONET, ORM, SeDeS, SWWS, and VADER 2011, held as part of OTM 2011 in Hersonissos on the island of Crete, Greece, in October 2011. The 64 revised full papers presented were carefully reviewed and selected from a total of 104 submissions. The volume also includes three papers from the On the Move Academy (OTMA) 2011 and five ODBASE 2011 poster papers. Topics of the workshop papers are enterprise integration and semantics, information centric engineering, interoperability, industrial and business applications of semantic Web applications, information systems in distributed environments, process management in distributed information system development, distributed information systems: implementation issues and applications, industrial applications of fact-oriented modeling, data warehouse modeling, extensions to fact-oriented modeling, model validation procedures, schema transformations and mapping, semantic Web and Web semantics, ontology development, deployment and interoperability, data access and efficient computation, efficient information processing, exchange and knowledge synthesis algorithms, mobile and networking technologies for social applications, semantic and decision support, variability in software architecture, and dynamic and adaptive architectures.