Minecraft

Minecraft
Author: Jason Scotts
Publisher: Speedy Publishing Books (General)
Total Pages: 30
Release: 2014
Genre: Minecraft (Game)
ISBN: 9781630227050

In Minecraft, you are, in almost all the senses of the word, free to do what you want, but learning how to survive and make the most out of the world you get dropped in could amplify the gaming experience and give you hours of fun. In the exciting new book, Minecraft: 140 Top Tips & Tricks Exposed! (2014 Edition), the 140 tips mentioned here will probably teach you a thing or two - from the basics to some pro tips. They would definitely make you a better Minecraft player. Just keep the tips in mind, and see how enjoyable playing Minecraft is with these new tricks up your sleeve. Dowbload Minecraft: 140 Top Tips & Tricks Exposed! (2014 Edition) now!

The Science Fiction Puzzle Book

The Science Fiction Puzzle Book
Author: Tim Dedopulos
Publisher: Welbeck Publishing
Total Pages: 224
Release: 2020-10-15
Genre: Games & Activities
ISBN: 9781787394889

More than 100 enigmas, riddles and conundrums, all taking inspiration from the extraordinary stories and vivid worlds of five science fiction masters.

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

The Art of Prey

The Art of Prey
Author: Bethesda
Publisher: Dark Horse Comics
Total Pages: 188
Release: 2017
Genre: Art
ISBN: 1506703992

Arkane Studios and Dark Horse Books are proud to present The Art of Prey. This exquisite and comprehensive collection features hundreds of pieces of gorgeous art from the development of this hotly anticipated game, showcasing Arkane's signature world-building and attention to detail with a unique take on futuristic design. In Prey, a dark force torments the enigmatic space station Talos I, and the key to survival depends not just on strength or weaponry, but on wits as well. With this stunning art book, fans can journey alongside Morgan Yu through the Prey universe.

Limitless Sky

Limitless Sky
Author: Jeff Cork
Publisher: Triumph Books
Total Pages: 121
Release: 2016-11-15
Genre: Games & Activities
ISBN: 1633197018

A game of survival, exploration, and discovery, No Man's Sky is one of the fastest-growing phenomena in video game history, attracting and astounding players of all ages. The game's 18 quintillion planets are procedurally generated, meaning you could very well be the first person to ever set eyes on a planet that even the game developers never encountered—a true testament to the game's innovation. The very first unofficial guide, Limitless Sky: No Man's Sky Unofficial Discovery Guide will provide not only an introduction to the hottest video game, but it'll also teach you how to get more out of your valuable playtime—exploring vast areas, fighting pirates, upgrading your ship or spacesuit, avoiding Sentinels, and identifying new species and resources. This full-color book shares strategies, examines the creation of the impressive procedurally generated planets, and provides a glimpse at what's to come in this ever-expanding universe.

A New Literacies Sampler

A New Literacies Sampler
Author: Michele Knobel
Publisher: Peter Lang
Total Pages: 268
Release: 2007
Genre: Education
ISBN: 9780820495231

The study of new literacies is quickly emerging as a major research field. This book «samples» work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies - video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched.

Taking Down a Boss

Taking Down a Boss
Author: Shmel Carter
Publisher: Urban Books
Total Pages: 273
Release: 2022-11-29
Genre: Fiction
ISBN: 1645563790

"Keena and Kim met in a group home and have been best friends ever since. They both have the mindset of money over men, and they don't play where they lay. They set brothas up and rob them, disappearing without a trace. Keena, the brains of the two, sets up the biggest lick of their lives in Miami. If they can pull this one off, they can retire and live the good life. Peter, who everyone calls Black, is not an easy target. He is different from all the others that they have set up, and Keena is having second thoughts. Kim has a big secret that Keena knows nothing about. Will the secret cost them everything? Watch this riveting story unfold as these Queen City queens take you down a dark path of betrayal, lust, and turmoil on the hot streets of Miami. Will the girls be able to pull this off, or will they die trying?"--

The Video Games Textbook

The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
Total Pages: 806
Release: 2018-08-06
Genre: Computers
ISBN: 1351172344

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market

Paratextualizing Games

Paratextualizing Games
Author: Benjamin Beil
Publisher: transcript Verlag
Total Pages: 364
Release: 2021-11-30
Genre: Social Science
ISBN: 3732854213

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?