Super Monkey Ball 2

Super Monkey Ball 2 PDF

Author: Debra McBride

Publisher:

Published: 2002

Total Pages: 0

ISBN-13: 9780761540113

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Go Bananas • Complete walkthroughs of every world • Uncover the secret Master and Master Extra Stages • Master both Story Mode and Challenge Mode • Learn the tricks to the Party Games • Discover how to get 99 monkeys • Unlock all of the movies • Play the Credit Roll mini-game anytime

Reality Is Broken

Reality Is Broken PDF

Author: Jane McGonigal

Publisher: Penguin

Published: 2011-01-20

Total Pages: 416

ISBN-13: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

The Video Games Guide

The Video Games Guide PDF

Author: Matt Fox

Publisher: McFarland

Published: 2013-01-17

Total Pages: 385

ISBN-13: 078647257X

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The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Better Game Characters by Design

Better Game Characters by Design PDF

Author: Katherine Isbister

Publisher: CRC Press

Published: 2022-04-29

Total Pages: 443

ISBN-13: 1000688860

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Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Didactics of Microlearning

Didactics of Microlearning PDF

Author: Theo Hug

Publisher: Waxmann Verlag

Published: 2007

Total Pages: 424

ISBN-13: 3830968698

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This book is a comprehensive and articulate intorduction to the emerging field of microlearning. In public institutions, in small and medium-sized enterprises and in informal contexts we are all dealing with increasingly complex learning requirements, more fragmented knowledge, demands for greater cultural flexibility, and rapid technological change. As a result, new approaches are required, focusing on microcontent, medial fluency and spaces of learning.

The Video Game Theory Reader 2

The Video Game Theory Reader 2 PDF

Author: Bernard Perron

Publisher: Routledge

Published: 2008-11-19

Total Pages: 453

ISBN-13: 113589518X

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The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Design, User Experience, and Usability: UX Research and Design

Design, User Experience, and Usability: UX Research and Design PDF

Author: Marcelo M. Soares

Publisher: Springer Nature

Published: 2021-07-03

Total Pages: 670

ISBN-13: 3030782212

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This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.

Operative Endoscopic and Minimally Invasive Surgery

Operative Endoscopic and Minimally Invasive Surgery PDF

Author: Daniel B. Jones

Publisher: CRC Press

Published: 2019-03-07

Total Pages: 1683

ISBN-13: 0429760744

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This is a new reference edited by two leading authorities in the field of minimally invasive surgery that differentiates itself from other similar titles by providing a stronger emphasis on incorporating newer technologies. The book discussed the incorporation of flexible endoscopy into surgical practice, harvesting the expertise of gastroenterologists and surgical endoscopists. It also discusses minimally invasive operative procedures such as laparoscopically assisted vaginal hysterectomy.

The Game Believes in You

The Game Believes in You PDF

Author: Greg Toppo

Publisher: St. Martin's Press

Published: 2015-04-21

Total Pages: 256

ISBN-13: 1466879459

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What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Lost in Cyburbia

Lost in Cyburbia PDF

Author: James Harkin

Publisher: Vintage Canada

Published: 2010-09-07

Total Pages: 290

ISBN-13: 0307373983

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The early twentieth century saw the slow but steady exodus of the population from inner cities to the suburbs. We are currently witnessing a similar transformation as our new century establishes itself, but in an entirely different realm. As new technologies proliferate — personal computers, the communication gadgetry of mobile devices and access to the internet — our culture is participating in a mass electronic migration. James Harkin christens this destination to “Cyburbia” — the ether of “online,” where we spend so much of our lives. Once upon a time there were no text messaging, no e-mail and no social networking sites like Facebook, Bebo, Twitter and MySpace. The introduction of these new forums for communication has radically transformed the way that we live — and we can only guess what will come next. Innovative and extremely timely, Lost in Cyburbia describes the architecture of our digital life, how it has developed over the past seventy years and how it will evolve in the future. The narrative recounts how the theories of Norbert Weiner (the inventor of cybernetics) and Marshall McLuhan inspired the counterculture radicals in the sixties and seventies, and traces how their pioneering idealistic and theoretical work laid the groundwork for a system whose central idea is bringing about direct communication between peers, outside the reach of authority. Harkin explores what it means to be in the loop — and our obsession with instant access to information and how it is shared over networks — and considers what has been lost and what has been gained. Are we more connected than ever before or more isolated? Have our thinking processes been forever altered? Is the democratic nature of the net slowly being eroded by corporate interests? Or, as once hoped, will the net enable the awakening of a new kind of global consciousness?