Mastering Nintendo Video Games
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Author | : Judd Robbins |
Publisher | : Prentice Hall |
Total Pages | : 180 |
Release | : 1989 |
Genre | : Games & Activities |
ISBN | : 9780672484643 |
The perfect companion for children and adults who want to master the most popular Nintendo games. The book contains a review of the bestselling Nintendo games with a strong emphasis on strategies as well as tips and techniques for improving the player's score.
Author | : Judd Robbins |
Publisher | : Bobbs-Merrill Company |
Total Pages | : 164 |
Release | : 1990 |
Genre | : Games & Activities |
ISBN | : 9780672484919 |
This updated version of the bestselling book reveals shortcuts, booby traps, passwords and strategies for more than 100 games with new, expanded coverage for Double Dragon II, Castlevania, Tetris and more.
Author | : Jon Harrison |
Publisher | : CreateSpace |
Total Pages | : 294 |
Release | : 2015-03-14 |
Genre | : |
ISBN | : 9781508762553 |
Can video games be used to teach personal and business success lessons?Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success. Principles are ideas that are truly timeless, and remain true independent of context, culture or time period. So what are the principles embedded in the most popular video games? Surprisingly, the list strongly resembles the most in demand traits for the workplace. * Adaptability & Managing Change* Personal Accountability* Innovation* Communication & Listening* Teambuilding & Collaboration* Knowledge Sharing* Persistence & GritMastering The Game provides analogies, examples, and lessons for connecting the dots between how gamers play and how successful professionals work. Are you ready to take your career to the next level?
Author | : World Intellectual Property Organization |
Publisher | : WIPO |
Total Pages | : 378 |
Release | : |
Genre | : Law |
ISBN | : |
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
Author | : Sandra W. Soule |
Publisher | : Saint Martin's Griffin |
Total Pages | : 595 |
Release | : 1988-02-01 |
Genre | : Bars (Drinking establishments) |
ISBN | : 9780312013851 |
Author | : Kathy Ceceri |
Publisher | : Nomad Press |
Total Pages | : 279 |
Release | : 2015-09-21 |
Genre | : Juvenile Nonfiction |
ISBN | : 1619302934 |
Catch a glimpse inside a school bus and you’ll see lots of kids looking down. What are they doing? They’re deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2–17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even create their very own video games using software such as MIT's Scratch! Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers’ building skills, while writing actual game code opens digital doors readers may not have known existed.
Author | : Steve Kamb |
Publisher | : Rodale Books |
Total Pages | : 258 |
Release | : 2016-01-12 |
Genre | : Self-Help |
ISBN | : 1623365414 |
In 5 years, Steve Kamb has transformed himself from wanna-be daydreamer into a real-life superhero and actually turned his life into a gigantic video game: flying stunt planes in New Zealand, gambling in a tuxedo at the Casino de Monte-Carlo, and even finding Nemo on the Great Barrier Reef. To help him accomplish all of these goals, he built a system that allowed him to complete quests, take on boss battles, earn experience points, and literally level up his life. If you have always dreamed of adventure and growth but can’t seem to leave your hobbit-hole, Level Up Your Life is for you. Kamb will teach you exactly how to use your favorite video games, books, and movies as inspiration for adventure rather than an escape from the grind of everyday life. Hundreds of thousands of everyday Joes and Jills have joined Steve’s Rebellion through his popular website, NerdFitness.com, and leveled up their lives—losing weight, getting stronger, and living better. In Level Up Your Life, you’ll meet more than a dozen of these members of The Rebellion: men and women, young and old, single and married, from all walks of life who have created superhero versions of themselves to live adventurously and happily. Within this guide, you’ll follow in their footsteps and learn exactly how to: • Create your own “Alter Ego” with real-life super powers • Build your own Epic Quest List, broken into categories and difficulty levels • Hack your productivity habits to start making progress • Train your body for any adventure • Build in rewards and accountability that will actually motivate you to succeed • Travel the world freely (and cheaply) • Recruit the right allies to your side and find powerful mentors for guidance Adventure is out there, and the world needs more heroes. Will you heed the call?
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Ted Friedman |
Publisher | : NYU Press |
Total Pages | : 404 |
Release | : 2005-12 |
Genre | : Computers |
ISBN | : 0814727395 |
Electric Dreams turns to the past to trace the cultural history of computers. Ted Friedman charts the struggles to define the meanings of these powerful machines over more than a century, from the failure of Charles Babbage’s “difference engine” in the nineteenth century to contemporary struggles over file swapping, open source software, and the future of online journalism. To reveal the hopes and fears inspired by computers, Electric Dreams examines a wide range of texts, including films, advertisements, novels, magazines, computer games, blogs, and even operating systems. Electric Dreams argues that the debates over computers are critically important because they are how Americans talk about the future. In a society that in so many ways has given up on imagining anything better than multinational capitalism, cyberculture offers room to dream of different kinds of tomorrow.
Author | : Aaron Dignan |
Publisher | : Simon and Schuster |
Total Pages | : 226 |
Release | : 2011-03-08 |
Genre | : Business & Economics |
ISBN | : 1451611072 |
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.