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The Sims Online

The Sims Online PDF Author: Greg Kramer
Publisher: Prima Games
ISBN: 9780761540021
Category : Games & Activities
Languages : en
Pages : 258

Book Description
Tap Into Your Simagination! - Tips for getting started: create a Sim, choose a city, build a property, and determine a career - Strategies to develop your character's skills, earn money, and create your dream life - How to make and maintain valuable relationships - Covers of every new object - Primers on Motives, Skills, and using your creativity - How to run a successful business - Quick-reference information for over 60 interactions

The Sims Online

The Sims Online PDF Author: Greg Kramer
Publisher: Prima Games
ISBN: 9780761540021
Category : Games & Activities
Languages : en
Pages : 258

Book Description
Tap Into Your Simagination! - Tips for getting started: create a Sim, choose a city, build a property, and determine a career - Strategies to develop your character's skills, earn money, and create your dream life - How to make and maintain valuable relationships - Covers of every new object - Primers on Motives, Skills, and using your creativity - How to run a successful business - Quick-reference information for over 60 interactions

The Sims: The Complete Guide

The Sims: The Complete Guide PDF Author: Eric Boland
Publisher: Lulu.com
ISBN: 0557847397
Category :
Languages : en
Pages : 200

Book Description


Online Gaming in Context

Online Gaming in Context PDF Author: Garry Crawford
Publisher: Routledge
ISBN: 1135275041
Category : Games & Activities
Languages : en
Pages : 334

Book Description
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual PDF Author: William Sims Bainbridge
Publisher: Springer Science & Business Media
ISBN: 184882825X
Category : Computers
Languages : en
Pages : 317

Book Description
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Developing Online Games

Developing Online Games PDF Author: Jessica Mulligan
Publisher: New Riders
ISBN: 9781592730001
Category : Computers
Languages : en
Pages : 532

Book Description
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

ROAR

ROAR PDF Author: Stacy T. Sims, PhD
Publisher: Rodale Books
ISBN: 1623366879
Category : Health & Fitness
Languages : en
Pages : 306

Book Description
“Dr. Sims realizes that female athletes are different than male athletes and you can’t set your race schedule around your monthly cycle. ROAR will help every athlete understand what is happening to her body and what the best nutritional strategy is to perform at her very best.”—Evie Stevens, Olympian, professional road cyclist, and current women’s UCI Hour record holder Women are not small men. Stop eating and training like one. Because most nutrition products and training plans are designed for men, it’s no wonder that so many female athletes struggle to reach their full potential. ROAR is a comprehensive, physiology-based nutrition and training guide specifically designed for active women. This book teaches you everything you need to know to adapt your nutrition, hydration, and training to your unique physiology so you can work with, rather than against, your female physiology. Exercise physiologist and nutrition scientist Stacy T. Sims, PhD, shows you how to be your own biohacker to achieve optimum athletic performance. Complete with goal-specific meal plans and nutrient-packed recipes to optimize body composition, ROAR contains personalized nutrition advice for all stages of training and recovery. Customizable meal plans and strengthening exercises come together in a comprehensive plan to build a rock-solid fitness foundation as you build lean muscle where you need it most, strengthen bone, and boost power and endurance. Because women’s physiology changes over time, entire chapters are devoted to staying strong and active through pregnancy and menopause. No matter what your sport is—running, cycling, field sports, triathlons—this book will empower you with the nutrition and fitness knowledge you need to be in the healthiest, fittest, strongest shape of your life.

The Place of Play

The Place of Play PDF Author: Maaike Lauwaert
Publisher: Amsterdam University Press
ISBN: 9089640800
Category : Social Science
Languages : en
Pages : 160

Book Description
A fascinating, eclectic analysis of the changing geographies of play in contemporary society.

Online Consumer Psychology

Online Consumer Psychology PDF Author: Curtis P. Haugtvedt
Publisher: Psychology Press
ISBN: 1135608113
Category : Business & Economics
Languages : en
Pages : 567

Book Description
Addresses many of the issues created by the Internet and goes beyond the topic of advertising and the web to include topics such as customization, site design, word of mouth processes, and the study of consumer decision making while online.

Digital Gameplay

Digital Gameplay PDF Author: Nate Garrelts
Publisher: McFarland
ISBN: 0786483474
Category : Games & Activities
Languages : en
Pages : 268

Book Description
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.

Virtual Lives

Virtual Lives PDF Author: James D. Ivory Ph.D.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 224

Book Description
This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.