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A Beginner's Guide To Writing Minecraft Plugins In Javascript
by Higgins, Walter
Edition: 1st
Publish: Apr 2015
ISBN-13: 9780133930146
ISBN-10:0133930149
Status:Published

Price: S$39.00

Book Description

The book is for anyone who wants to learn how to modify Minecraft--no previous programming experience required! The book uses JavaScript, a popular pr
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The book is for anyone who wants to learn how to modify Minecraft--no previous programming experience required! The book uses JavaScript, a popular programming language for creating websites and scripting.

Aimed at kids who already play Minecraft, this guide will teach coding through a series of "Recipes" (the term used in-game when crafting new objects). For example, in the game, one of the first things any player must do is create a Workbench, or Crafting Table, which will in turn enable the player to create sophisticated tools. Recipe 1 in the book (the term Recipe and Chapter is interchangeable) is 'A modding Workbench' and its ingredients are the tools the reader will need to begin modding.

The goal of each Recipe/chapter is to introduce a new JavaScript concept or expand upon a previously introduced concept. The author will present each recipe as a useful addition to the game while gently introducing programming concepts in an approachable style. This unique approach gets over the problem of introducing JavaScript in an interesting way and avoids spending 3 or 4 chapters explaining JavaScript core concepts in a vacuum.  Several Recipes will be covered, including Rolling Dice, Snowball Fight, Piggie Pandemonium, Advanced Modding, and more.

101 Team Handball : Techniques, Tactics And Drills
by Radu, Felicia Lidia | Abalasei, Beatrice
Publish: May 2015
ISBN-13: 9781472901804
ISBN-10:1472901800
Status:Published

Price: S$27.93

A Practical Guide To Indie Game Marketing
by Dreskin, Joel
Edition: 1st
Publish: Feb 2016
ISBN-13: 9781138801547
ISBN-10:1138801542
Status:Published

Price: S$53.98

Book Description

Learn how to market for your indie game, even with a small budget and limited resources.

For those who want to earn a regular income from ma
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Learn how to market for your indie game, even with a small budget and limited resources.

For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself.  A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games.

  • Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more
  • Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets
  • Book also includes marketing checklist 'cheat sheets', dos and don’ts and additional resources
Uncertainty In Games
by Costikyan, Greg
Publish: Jan 2015
ISBN-13: 9780262527538
ISBN-10:0262527537
Status:Published

Price: S$20.65

Book Description

How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.
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How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.

In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.

Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Royal Horticultural Society Floral Colouring Book
by Royal Horticultural Society (Cor)
Edition: CLR
Publish: Mar 2016
ISBN-13: 9780711237711

Status:Not yet published

Price: S$27.99

Digital Engineering With Minecraft
by Kelly, James Floyd
Publish: Oct 2015
ISBN-13: 9780789755476
ISBN-10:0789755475
Status:Published

Price: S$35.00

Mindful Coloring : Calming The Mind Through Art
by Dube, Diana Elisabeth | Siegel, Daniel J.
Publish: Apr 2016
ISBN-13: 9780393711783

Status:Not yet published

Price: S$23.32

Zones Of Control:perspectives On Wargaming
by Harrigan, Pat | Kirschenbaum, Matthew G. | Dunnigan, James F.
Publish: Apr 2016
ISBN-13: 9780262033992
ISBN-10:0262033992
Status:Published

Price: S$74.00

Chess For Dummies
by Eade, James
Edition: 4th ed.
Publish: Aug 2016
ISBN-13: 9781119280019
ISBN-10:111928001X
Status:Published

Price: S$31.95

The Business Of Gamification
by Dymek, Mikolaj | Zackariasson, Peter
Edition: 1st ed.
Publish: Apr 2016
ISBN-13: 9781138824164
ISBN-10:113882416X
Status:Not yet published

Price: S$176.99

Book Description

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont
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At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of this book is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come

Inkspirations Animal Kingdom : Captivating Coloring Designs Celebrating The Majesty Of Animals
by Carey, Anna (Ilt)
Publish: Jun 2016
ISBN-13: 9780757319495

Status:Not yet published

Price: S$18.60

Inkspirations In The Garden : Fabulous Floral Coloring Designs Celebrating Life In Full Bloom
by Logan, Beth (Ilt)
Publish: Jun 2016
ISBN-13: 9780757319501

Status:Not yet published

Price: S$18.60

Pop Manga Coloring Book : A Surreal Journey Through A Cute, Curious, Bizarre, And Beautiful World
by D'errico, Camilla
Edition: CSM
Publish: Jul 2016
ISBN-13: 9780399578472

Status:Not yet published

Price: S$24.77

Rainforest Escape : My Island Animal, Exotic Flower And Tropical Plant Color Book
by Gedeon, Jade
Edition: CLR CSM
Publish: Jul 2016
ISBN-13: 9781624143182

Status:Not yet published

Price: S$25.70

The Mason-dixon Coloring Book For Knitters
by Gardiner, Kay | Shayne, Ann | Horner, Juliana (Ilt)
Publish: Jul 2016
ISBN-13: 9780451497383

Status:Not yet published

Price: S$29.86

Social, Casual And Mobile Games : The Changing Gaming Landscape
by Leaver, Tama (edt.) | Willson, Michele (edt.)
Publish: Feb 2016
ISBN-13: 9781501310607
ISBN-10:1501310607
Status:Published

Price: S$149.04

Strategy Games To Enhance Problem–solving Ability In Mathematics
by Posamentier Alfred S | Krulik Stephen
Publish: Nov 2016
ISBN-13: 9789813146341
ISBN-10:9813146346
Status:Published

Price: S$24.00

Book Description

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How Games Move Us:emotion By Design
by Isbister, Katherine
Publish: Oct 2017
ISBN-13: 9780262534451
ISBN-10:0262534452
Status:Published

Price: S$23.61

Book Description

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indi
More Details..

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.

Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Play Matters
by Sicart, Miguel
Publish: Oct 2017
ISBN-13: 9780262534512
ISBN-10:0262534517
Status:Published

Price: S$23.61

Book Description

Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being.

What do we think
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Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being.

What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.

We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being--not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.

Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play -- instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play -- from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

The Everything Logic Puzzles Book : 200 Puzzles To Increase Your Brain Power
by Danesi, Marcel, Ph.D.
Edition: CSM
Publish: Jul 2017
ISBN-13: 9781507204146

Status:Published

Price: S$24.25

Book Description

This brand-new puzzle book features 200 logic questions of varying types and difficulty.

Mental workout warriors and logic lovers will adore The E
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This brand-new puzzle book features 200 logic questions of varying types and difficulty.

Mental workout warriors and logic lovers will adore The Everything Book of Logic Puzzles Volume I. You'll learn ten different kinds of puzzles and how to solve each, with the difficulty slowly increasing from basic to expert as you go along. And every single puzzle is specifically designed to improve memory, vocabulary, and logical reasoning.

With increasingly difficult puzzles ranging from introductory to fiendish, and comprehensive answers to explain each puzzle, this book is perfect for puzzlers of all ages and skill levels!

Strategy Games To Enhance Problem-solving Ability In Mathematics
by Posamentier, Alfred S. | Krulik, Stephen
Publish: Feb 2017
ISBN-13: 9789813146334
ISBN-10:9813146338
Status:Published

Price: S$45.00

Book Description

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History Of Digital Games:developments In Art, Design And Interaction
by Williams, Andrew
Edition: 1st
Publish: Apr 2017
ISBN-13: 9781138885554
ISBN-10:113888555X
Status:Not yet published

Price: S$69.98

Book Description

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding
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The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends

How Games Move Us:emotion By Design
by Isbister, Katherine
Publish: Mar 2016
ISBN-13: 9780262333221
ISBN-10:0262333228
Status:Published

Price: S$26.57

Book Description

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how d
More Details..

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.

Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Zones Of Control:perspectives On Wargaming
by Harrigan, Pat | Kirschenbaum, Matthew G. | Dunnigan, James F.
Publish: Apr 2016
ISBN-13: 9780262334938
ISBN-10:0262334933
Status:Published

Price: S$51.80

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