The Sims 2 Pets

The Sims 2 Pets
Author: Greg Kramer
Publisher:
Total Pages: 324
Release: 2006
Genre: Games & Activities
ISBN: 9780761554523

Everything you need to create the perfect pet! • Tutorials help you perfect your Aspiration score • Discover the keys to developing your pets' behavior • Tables and charts detail all new available objects and their individual modifiers • Learn strategies to make the new "Genetic System" for specific pet breeding

The Sims 2 Pets

The Sims 2 Pets
Author: Greg Kramer
Publisher:
Total Pages: 0
Release: 2006
Genre: Fantasy games
ISBN: 9780761554523

Everything you need to create the perfect pet! • Tutorials help you perfect your Aspiration score • Discover the keys to developing your pets' behavior • Tables and charts detail all new available objects and their individual modifiers • Learn strategies to make the new "Genetic System" for specific pet breeding

The Sims 2 FreeTime

The Sims 2 FreeTime
Author: Greg Kramer
Publisher: Prima Games
Total Pages: 163
Release: 2008-02-26
Genre: City planning
ISBN: 0761559078

• Five all-new careers exposed, including cool career objects! • Immerse your Sims in ten engrossing hobbies • All new Talent Badges revealed • Dream big. Earn rewards. Learn how inside!

Electronic Arts

Electronic Arts
Author: Elsie Olson
Publisher: Bellwether Media
Total Pages: 32
Release: 2024-08-01
Genre: Juvenile Nonfiction
ISBN: 1644879379

Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!

Women and Gaming

Women and Gaming
Author: J. Gee
Publisher: Springer
Total Pages: 209
Release: 2010-05-10
Genre: Education
ISBN: 0230106730

The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.

Design and Use of Serious Games

Design and Use of Serious Games
Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
Total Pages: 205
Release: 2008-12-25
Genre: Technology & Engineering
ISBN: 1402094965

During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

GameAxis Unwired

GameAxis Unwired
Author:
Publisher:
Total Pages: 96
Release: 2007-08
Genre:
ISBN:

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Learning in Real and Virtual Worlds

Learning in Real and Virtual Worlds
Author: P. Lacasa
Publisher: Springer
Total Pages: 477
Release: 2013-09-18
Genre: Education
ISBN: 113731205X

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.