The A-Z of Cool Computer Games

The A-Z of Cool Computer Games PDF

Author: Jack Railton

Publisher: Allison and Busby

Published: 2005

Total Pages: 0

ISBN-13: 9780749082062

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Entertaining and diverse computational nostalgia for every computer nerd on your gift list!

Computer Games

Computer Games PDF

Author: Blair Carter

Publisher: Nova Publishers

Published: 2002

Total Pages: 182

ISBN-13: 9781590335260

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

The A-Z of Careers and Jobs

The A-Z of Careers and Jobs PDF

Author: Kogan Page Editorial

Publisher: Kogan Page Publishers

Published: 2018-05-03

Total Pages: 377

ISBN-13: 0749482311

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From accountant to zoologist, this new edition of The A-Z of Careers and Jobs is your one-stop guide for insightful guidance on more than 300 different career areas in the UK. This book is a quick and informative way to find out about what jobs and careers are out there, from traditional roles to brand new opportunities in the digital world. For those looking for their first job after school or university, or for anyone considering a change of career, this book provides reliable and up-to-date advice on a wide range of professions to help you choose the right path for you. The A-Z of Careers and Jobs covers the practical issues you need to understand, such as the extent of job opportunities in each industry, what personal skills are needed, what experience is required, entry qualifications, training, as well as typical earnings and starting salaries. In an ever more competitive and changing job market, information will help maximize your chances of success. This book is designed to help identify what personal strengths fit to what kinds of work, what skills you should highlight on a CV and what you need to know about each job. The A-Z of Careers and Jobs is also a valuable resource for careers advisers working in schools, colleges and universities who need to keep track of new developments - such as new roles and routes of entry, professional associations and exams - to offer the very best guidance to today's job hunters.

Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education

Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education PDF

Author: D’Agustino, Steven

Publisher: IGI Global

Published: 2012-12-31

Total Pages: 331

ISBN-13: 1466627018

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Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Phoenix IV

Phoenix IV PDF

Author: Leonard Herman

Publisher:

Published: 2017-07-15

Total Pages: 868

ISBN-13: 9780964384804

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A year-by-year complete history of videogames from the late '50s through 2016.

Why Games Are Good For Business

Why Games Are Good For Business PDF

Author: Helen Routledge

Publisher: Springer

Published: 2016-01-26

Total Pages: 215

ISBN-13: 1137448989

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By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

Digital Games

Digital Games PDF

Author: Ananda Mitra

Publisher: Infobase Publishing

Published: 2010

Total Pages: 129

ISBN-13: 0816067864

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Discusses the origins of computer games, the technology behind them, types of games, how they are marketed, their effects on society, and possible future developments.

Game Work

Game Work PDF

Author: Ken S. McAllister

Publisher: University of Alabama Press

Published: 2004

Total Pages: 250

ISBN-13: 0817314180

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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.