Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 554
Book Description
An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.
The World Book Encyclopedia
Synthetic Worlds
Author: Edward Castronova
Publisher: University of Chicago Press
ISBN: 0226096319
Category : Computers
Languages : en
Pages : 346
Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Publisher: University of Chicago Press
ISBN: 0226096319
Category : Computers
Languages : en
Pages : 346
Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
National & International Rank of the World's Best Lightworkers
Author: Maximillien De Lafayette
Publisher: Lulu.com
ISBN: 1312708247
Category : Reference
Languages : en
Pages : 654
Book Description
National & International Rank of the World's Best Lightworkers; a massive book of 652 pages published by Times Square Press in New York, and which is based upon the results of the 4th national & international election/vote of the United States and the world's best mediums, psychics, healers, astrologers and lightworkers 2014-2015, also called New York International Vote. This is the Mega Size Edition of three volumes in one; the book is also available in 3 separate volumes (250 pages each). People from around the world voted for 50 different categories of lightworkers and the occult's professions. In fact this book contains everything you need to know about the quality, service, status, rank and importance of your psychic, medium, or astrologer, etc. nationally and internationally. The book includes thousands of psychics and mediums from 83 countries. Before you call any psychic and medium, find out first if his/her name is on the lists of the New York international vote! It's your money. Avoid scammers!
Publisher: Lulu.com
ISBN: 1312708247
Category : Reference
Languages : en
Pages : 654
Book Description
National & International Rank of the World's Best Lightworkers; a massive book of 652 pages published by Times Square Press in New York, and which is based upon the results of the 4th national & international election/vote of the United States and the world's best mediums, psychics, healers, astrologers and lightworkers 2014-2015, also called New York International Vote. This is the Mega Size Edition of three volumes in one; the book is also available in 3 separate volumes (250 pages each). People from around the world voted for 50 different categories of lightworkers and the occult's professions. In fact this book contains everything you need to know about the quality, service, status, rank and importance of your psychic, medium, or astrologer, etc. nationally and internationally. The book includes thousands of psychics and mediums from 83 countries. Before you call any psychic and medium, find out first if his/her name is on the lists of the New York international vote! It's your money. Avoid scammers!
New Digital Worlds
Author: Roopika Risam
Publisher: Northwestern University Press
ISBN: 0810138875
Category : Education
Languages : en
Pages : 229
Book Description
The emergence of digital humanities has been heralded for its commitment to openness, access, and the democratizing of knowledge, but it raises a number of questions about omissions with respect to race, gender, sexuality, disability, and nation. Postcolonial digital humanities is one approach to uncovering and remedying inequalities in digital knowledge production, which is implicated in an information-age politics of knowledge. New Digital Worlds traces the formation of postcolonial studies and digital humanities as fields, identifying how they can intervene in knowledge production in the digital age. Roopika Risam examines the role of colonial violence in the development of digital archives and the possibilities of postcolonial digital archives for resisting this violence. Offering a reading of the colonialist dimensions of global organizations for digital humanities research, she explores efforts to decenter these institutions by emphasizing the local practices that subtend global formations and pedagogical approaches that support this decentering. Last, Risam attends to human futures in new digital worlds, evaluating both how algorithms and natural language processing software used in digital humanities projects produce universalist notions of the "human" and also how to resist this phenomenon.
Publisher: Northwestern University Press
ISBN: 0810138875
Category : Education
Languages : en
Pages : 229
Book Description
The emergence of digital humanities has been heralded for its commitment to openness, access, and the democratizing of knowledge, but it raises a number of questions about omissions with respect to race, gender, sexuality, disability, and nation. Postcolonial digital humanities is one approach to uncovering and remedying inequalities in digital knowledge production, which is implicated in an information-age politics of knowledge. New Digital Worlds traces the formation of postcolonial studies and digital humanities as fields, identifying how they can intervene in knowledge production in the digital age. Roopika Risam examines the role of colonial violence in the development of digital archives and the possibilities of postcolonial digital archives for resisting this violence. Offering a reading of the colonialist dimensions of global organizations for digital humanities research, she explores efforts to decenter these institutions by emphasizing the local practices that subtend global formations and pedagogical approaches that support this decentering. Last, Risam attends to human futures in new digital worlds, evaluating both how algorithms and natural language processing software used in digital humanities projects produce universalist notions of the "human" and also how to resist this phenomenon.
The World's Most Powerful Battleships
Author: David Ross
Publisher: The Rosen Publishing Group, Inc
ISBN: 149946598X
Category : Juvenile Nonfiction
Languages : en
Pages : 229
Book Description
The World’s Most Powerful Battleships features 52 of the greatest warships to have sailed and fought in the last 500 years. Beginning with King Henry VIII’s flagship, the book covers all the main periods of battleship development, including the great sail ships, steam-driven warships, and the great battleships of the two world wars. Each entry includes a brief description of the battleship’s development and history, a profile view, key features, and specifications. Packed with more than 200 artworks and photographs, The World’s Most Powerful Battleships is a colorful guide for the military historian and naval warfare enthusiast.
Publisher: The Rosen Publishing Group, Inc
ISBN: 149946598X
Category : Juvenile Nonfiction
Languages : en
Pages : 229
Book Description
The World’s Most Powerful Battleships features 52 of the greatest warships to have sailed and fought in the last 500 years. Beginning with King Henry VIII’s flagship, the book covers all the main periods of battleship development, including the great sail ships, steam-driven warships, and the great battleships of the two world wars. Each entry includes a brief description of the battleship’s development and history, a profile view, key features, and specifications. Packed with more than 200 artworks and photographs, The World’s Most Powerful Battleships is a colorful guide for the military historian and naval warfare enthusiast.
5 Worlds Book 1: The Sand Warrior
Author: Mark Siegel
Publisher: Random House Graphic
ISBN: 1101935863
Category : Juvenile Fiction
Languages : en
Pages : 243
Book Description
R. J. Palacio, #1 New York Times bestselling author of WONDER, hails this adventure series as “Mind-blowingly beautiful. . . . A must-read.” Think Star Wars meets Avatar: The Last Airbender! The Five Worlds are on the brink of extinction unless five ancient and mysterious beacons are lit. When war erupts, three unlikely heroes will discover there’s more to themselves—and more to their worlds—than meets the eye. . . . • Oona Lee, the clumsiest student at the Sand Dancer Academy, is a fighter with a destiny bigger than she could ever imagine. • An Tzu, a boy from the poorest slums, has a surprising gift and a knack for getting out of sticky situations. • Jax Amboy is the star athlete who is beloved by an entire galaxy, but what good is that when he has no real friends? When these three kids are forced to team up on an epic quest, it will take not one, not two, but 5 WORLDS to contain all the magic and adventure! "A magical journey, as fun as it is beautiful!” —Kazu Kibuishi, #1 New York Times bestselling creator of AMULET "Bang-zoom . . . a series that promises to be epic."—The New York Times “This stellar team has created a gorgeous and entrancing world like no other!” —Noelle Stevenson, New York Times bestselling author of Nimona “Epic action, adventure, and mystery will draw you in, but the heartfelt characters and their seemingly impossible journey will keep you turning the pages.” —Lisa Yee, author of the DC Super Hero Girls™ series
Publisher: Random House Graphic
ISBN: 1101935863
Category : Juvenile Fiction
Languages : en
Pages : 243
Book Description
R. J. Palacio, #1 New York Times bestselling author of WONDER, hails this adventure series as “Mind-blowingly beautiful. . . . A must-read.” Think Star Wars meets Avatar: The Last Airbender! The Five Worlds are on the brink of extinction unless five ancient and mysterious beacons are lit. When war erupts, three unlikely heroes will discover there’s more to themselves—and more to their worlds—than meets the eye. . . . • Oona Lee, the clumsiest student at the Sand Dancer Academy, is a fighter with a destiny bigger than she could ever imagine. • An Tzu, a boy from the poorest slums, has a surprising gift and a knack for getting out of sticky situations. • Jax Amboy is the star athlete who is beloved by an entire galaxy, but what good is that when he has no real friends? When these three kids are forced to team up on an epic quest, it will take not one, not two, but 5 WORLDS to contain all the magic and adventure! "A magical journey, as fun as it is beautiful!” —Kazu Kibuishi, #1 New York Times bestselling creator of AMULET "Bang-zoom . . . a series that promises to be epic."—The New York Times “This stellar team has created a gorgeous and entrancing world like no other!” —Noelle Stevenson, New York Times bestselling author of Nimona “Epic action, adventure, and mystery will draw you in, but the heartfelt characters and their seemingly impossible journey will keep you turning the pages.” —Lisa Yee, author of the DC Super Hero Girls™ series
They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
ShortCuts in Mathematics : World's First Book With Short cuts, Secrets, Story and Motivation
Author: Akhilesh Khare
Publisher: Lulu.com
ISBN: 1312987952
Category :
Languages : en
Pages : 167
Book Description
Publisher: Lulu.com
ISBN: 1312987952
Category :
Languages : en
Pages : 167
Book Description
The World's Great Sermons
Author: Grenville Kleiser
Publisher: IndyPublish.com
ISBN:
Category : Religion
Languages : en
Pages : 276
Book Description
Publisher: IndyPublish.com
ISBN:
Category : Religion
Languages : en
Pages : 276
Book Description
A Library of the World's Best Literature
Author: Charles Dudley Warner
Publisher:
ISBN:
Category : Authors
Languages : en
Pages : 466
Book Description
Publisher:
ISBN:
Category : Authors
Languages : en
Pages : 466
Book Description