Author: Carla Mooney
Publisher: Norwood House Press
ISBN: 1599538911
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Competitive gaming starts with great games, but that’s just one small part of the E-Sports industry. Professional leagues, rules and regulations, advertising, and media rights are other aspects of this growing global business. They help take video games out of the rec room and into the board room.
Online Gaming: 12 Things You Need to Know
Author: Jill Roesler
Publisher: 12-Story Library
ISBN: 9781632352224
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
This title provides 12 informative questions and answers about online identity and privacy.
Publisher: 12-Story Library
ISBN: 9781632352224
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
This title provides 12 informative questions and answers about online identity and privacy.
Inside the E-Sports Industry
Author: Carla Mooney
Publisher: Norwood House Press
ISBN: 1599538911
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Competitive gaming starts with great games, but that’s just one small part of the E-Sports industry. Professional leagues, rules and regulations, advertising, and media rights are other aspects of this growing global business. They help take video games out of the rec room and into the board room.
Publisher: Norwood House Press
ISBN: 1599538911
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Competitive gaming starts with great games, but that’s just one small part of the E-Sports industry. Professional leagues, rules and regulations, advertising, and media rights are other aspects of this growing global business. They help take video games out of the rec room and into the board room.
Professional Gaming Careers
Author: Sue Bradford Edwards
Publisher: Norwood House Press
ISBN: 1599538903
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Going head-to-head with a group of friends can be a lot of fun. But beating the best gamers in the world can lead to fame and fortune. The growth of E-Sports has put professional gamers on the same stage once occupied solely by athletes. Competitions, sponsorship, and live streams are all part of a lucrative career as a professional gamer.
Publisher: Norwood House Press
ISBN: 1599538903
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Going head-to-head with a group of friends can be a lot of fun. But beating the best gamers in the world can lead to fame and fortune. The growth of E-Sports has put professional gamers on the same stage once occupied solely by athletes. Competitions, sponsorship, and live streams are all part of a lucrative career as a professional gamer.
E-Sports Game Design
Author: Cecilia Pinto McCarthy
Publisher: Norwood House Press
ISBN: 159953892X
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Any flashy product can catch somebody’s attention. But it takes a great game design to keep gamers interested. Read E-Sports Game Design and learn about the technology used and the importance of developing a good story, characters, graphics, and sound. The best games rise to the top of the E-Sports pyramid, and the legends remain there forever.
Publisher: Norwood House Press
ISBN: 159953892X
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
Any flashy product can catch somebody’s attention. But it takes a great game design to keep gamers interested. Read E-Sports Game Design and learn about the technology used and the importance of developing a good story, characters, graphics, and sound. The best games rise to the top of the E-Sports pyramid, and the legends remain there forever.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
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.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
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.
Taming Gaming
Author: Andy Robertson
Publisher: Unbound Publishing
ISBN: 1783528931
Category : Games & Activities
Languages : en
Pages : 379
Book Description
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Publisher: Unbound Publishing
ISBN: 1783528931
Category : Games & Activities
Languages : en
Pages : 379
Book Description
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Game Balance
Author: Ian Schreiber
Publisher: CRC Press
ISBN: 1498799582
Category : Computers
Languages : en
Pages : 806
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Publisher: CRC Press
ISBN: 1498799582
Category : Computers
Languages : en
Pages : 806
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
The Cat in the Hat.
Author: Dr. Seuss
Publisher:
ISBN: 0307930440
Category : Juvenile Fiction
Languages : en
Pages : 73
Book Description
Two children sitting at home on a rainy day are visited by the cat who shows them some tricks and games.
Publisher:
ISBN: 0307930440
Category : Juvenile Fiction
Languages : en
Pages : 73
Book Description
Two children sitting at home on a rainy day are visited by the cat who shows them some tricks and games.
Broadband Bible
Author: James E. Gaskin
Publisher: John Wiley & Sons
ISBN: 0764577433
Category : Computers
Languages : en
Pages : 614
Book Description
This book outlines everything people need to make the move from a dial-up connection to an always-on DSL or cable Internet connection that is up to forty times faster than a standard modem connection Nielsen estimated there were thirty-nine million U.S. homes with broadband access in April 2003 Gaskin explains available broadband options, shows how to pick the right one, describes wireless alternatives inside and outside of buildings, details how to connect more than one computer to a home broadband connection, and provides information about securing your wireless network This new Desktop Edition format provides need-to-know coverage of all topics related to broadband home networking in an easy-to-use format that will appeal to novices and techies alike Offers a useful customer service FAQ and a Web directory appendix that lists Web sites for additional utilities, tools, games, and more
Publisher: John Wiley & Sons
ISBN: 0764577433
Category : Computers
Languages : en
Pages : 614
Book Description
This book outlines everything people need to make the move from a dial-up connection to an always-on DSL or cable Internet connection that is up to forty times faster than a standard modem connection Nielsen estimated there were thirty-nine million U.S. homes with broadband access in April 2003 Gaskin explains available broadband options, shows how to pick the right one, describes wireless alternatives inside and outside of buildings, details how to connect more than one computer to a home broadband connection, and provides information about securing your wireless network This new Desktop Edition format provides need-to-know coverage of all topics related to broadband home networking in an easy-to-use format that will appeal to novices and techies alike Offers a useful customer service FAQ and a Web directory appendix that lists Web sites for additional utilities, tools, games, and more
101 Things You Need to Know about Internet Law
Author: Jonathan Bick
Publisher: Three Rivers Press (CA)
ISBN:
Category : Business & Economics
Languages : en
Pages : 260
Book Description
101 Things You Need to Know about Internet Law is the first complete guide to Internet Law prepared for e-business people. Entertaining, jargon-free, and accessible, this book is a concise and comprehensive guide to the legal issues and answers involved in all facets of electronic commerce.Prospective e-business people will learn about contracts, taxes, rights, options, obligations, limitations, relations, liabilities, debt collection, advertising, billing, refunds, intellectual property protection, and eight-eight other essential bits of information. This book will save them time and money by helping them avoid common Internet legal problems.Jonathan Bick, an internationally published Internet lawyer and Internet law professor, uses his experience to help e-consumers and e-businesses successfully avoid difficulties in the ever-growing and ever-confusing world of Internet law.
Publisher: Three Rivers Press (CA)
ISBN:
Category : Business & Economics
Languages : en
Pages : 260
Book Description
101 Things You Need to Know about Internet Law is the first complete guide to Internet Law prepared for e-business people. Entertaining, jargon-free, and accessible, this book is a concise and comprehensive guide to the legal issues and answers involved in all facets of electronic commerce.Prospective e-business people will learn about contracts, taxes, rights, options, obligations, limitations, relations, liabilities, debt collection, advertising, billing, refunds, intellectual property protection, and eight-eight other essential bits of information. This book will save them time and money by helping them avoid common Internet legal problems.Jonathan Bick, an internationally published Internet lawyer and Internet law professor, uses his experience to help e-consumers and e-businesses successfully avoid difficulties in the ever-growing and ever-confusing world of Internet law.