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A Visual Guide To Minecraft®:dig Into Minecraftâ® With This (parent–approved) Guide Full Of Tips, Hints, And Projects!
by Clark, James H. | Dusmann, Cori | Moltz, John
Edition: 1st
Publish: Oct 2014
ISBN-13: 9780134033150
ISBN-10:0134033159
Status:Published

Price: S$26.00

Book Description

Dig into Minecraft® with this (parent-approved) guide full of tips, hints, and projects! A Visual Guide to Minecraft® is written with younger
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Dig into Minecraft® with this (parent-approved) guide full of tips, hints, and projects! A Visual Guide to Minecraft® is written with younger players in mind and offers page after page of engaging age-appropriate content about the game. The book is packed with pictures, descriptions, and easy-to-follow projects for building everything from simple shelters to awesome redstone contraptions. After purchasing the book, you get access to more than three hours of free video that step you through engaging Minecraft® projects, from building a farm to shooting off fireworks.

You’ll discover how to

  • Construct a quick shelter to help you survive your first night.
  • Craft and enchant items, and make potions.
  • Build nether portals and safely make your way around the nether.
  • Create fantastic redstone projects, from automatic doors and light sensors to TNT cannons and fireworks launchers.
  • Furnish your buildings with lights, appliances, paintings, flowerpots, and fireplaces–and add perfect finishing touches.
  • Make and manage efficient farms.
  • Customize Minecraft® with mods, skins, and resource packs.
  • Join a server and even host a game.

Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.
An Educator's Guide To Using Minecraft® In The Classroom:ideas, Inspiration, And Student Projects For Teachers
by Gallagher, Colin
Edition: 1st
Publish: Oct 2014
ISBN-13: 9780133858013
ISBN-10:0133858014
Status:Published

Price: S$49.00

Book Description

Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.
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Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments.

You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions.

In this book, you’ll discover

  • What Minecraft® is and why it’s such an engaging tool for the classroom.
  • How to set up and administer servers that students use for their projects.
  • What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls.
  • Techniques for using the game in special-education settings.
  • Step-by-step instructions for printing 3D models of your classroom projects.
  • Ways to use the game in a variety of different subject areas.

You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York.

Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.


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.

Play Matters
by Sicart, Miguel
Publish: Aug 2014
ISBN-13: 9780262027922
ISBN-10:0262027925
Status:Published

Price: S$31.01

Book Description

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
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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.

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: Dec 2015
ISBN-13: 9781138801547
ISBN-10:1138801542
Status:Published

Price: S$54.01

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:a Critical Analysis
by Dymek, Mikolaj | Zackariasson, Peter
Edition: 1st
Publish: Sep 2016
ISBN-13: 9781138824164
ISBN-10:113882416X
Status:Published

Price: S$214.25

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 The Business of Gamification 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

Sams Teach Yourself Mod Development For Minecraft In 24 Hours
by Koene, Jimmy
Edition: 1st
Publish: Sep 2014
ISBN-13: 9780672337192
ISBN-10:0672337193
Status:Published

Price: S$45.50

Book Description

In Full Color!
In just 24 sessions of one hour or less, Sams Teach Yourself Minecraft® Mod Development in 24 Hours will help you
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In Full Color!
In just 24 sessions of one hour or less, Sams Teach Yourself Minecraft® Mod Development in 24 Hours will help you transform Minecraft® into anything you can imagine--and share your vision with millions of players worldwide! You’ll learn all the mod development skills you need as you walk through a complete step-by-step project, complete with a mob, new tools, new armor, food, ores, and much more. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for building any mod and creating any world!

Step-by-step instructions carefully walk you through the most common Minecraft® mod development tasks.
Quizzes and exercises at the end of each chapter help you test your knowledge.
Notes present interesting information related to the discussion.
Tips offer advice or show you easier ways to perform tasks.
Cautions alert you to possible problems and give you advice on how to avoid them.

Learn how to...
  • Set up the environment where you’ll write your mod
  • Create the basics for your mod with the Forge API
  • Establish a framework that makes it easier to build complex mods
  • Work with recipes and other small modifications
  • Create multiple recipes, items, blocks, and entities at once
  • Cook up food items that heal your players
  • Make custom pickaxes, shovels, and completely original tools
  • Use Tile Entities to create complex and unique mods
  • Create interesting custom armor for players
  • Generate entire worlds, including ores and plants
  • Design and generate new structures with MCEdit
  • Understand Entities and create Entity Models with Techne
  • Code mobs with a custom Entity Model
  • Manufacture Throwables
  • Edit Minecraft® functionality without breaking other mods
  • Structure, package, and release your mod
  • Master Java programming techniques you can use far beyond Minecraft®
This book was not created by and is not endorsed by Notch Development AB Corporation/Mojang Synergies AB Corporation.
The Ultimate Player's Guide To Minecraft – Playstation Edition:covers Both Playstation 3 And Playstation 4 Versions
by O'Brien, Stephen
Edition: 1st
Publish: Dec 2014
ISBN-13: 9780789753588
ISBN-10:0789753588

Price: S$32.50

Book Description

The Ultimate Player's Guide to Minecraft - PlayStation Edition

 


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The Ultimate Player's Guide to Minecraft - PlayStation Edition

 

Minecraft: These worlds are YOURS!

 

Minecraft is WAY more than a game: it’s an alternate universe of creation, exhilaration, survival, adventure, passion! Don’t enter that universe alone. Take an experienced guide who’ll help you constantly as you learn the secrets of Minecraft on the PlayStation!

 

Stephen O’Brien has been obsessing over Minecraft since its earliest betas. He’s seen it all! Now, he’ll take you deep inside craft and mine, cave and menagerie, farm and village. He’ll reveal combat traps and tricks you need to know… teach you enchantments of unimaginable power… help you survive where few dare to go… help you OWN the infinite worlds of Minecraft! Based on the international best-seller of the same name, this book is ideal for Minecrafters of all ages.

  • Quick-start guide for first-night survival to get started NOW
  • Customize your experience: monstrous, peaceful, and more
  • Harvest resources, craft tools and shelters—let there be light
  • Grab your pickaxe: mine iron, gold, diamonds, and redstone
  • Escape (or defeat!) 14 types of hostile mobs
  • Get friendly mobs on your side and build automated farms
  • Brew potions to cure ills, gain superpowers, and to throw at enemies
  • Transform your shelter into a palace (or a secret underwater base)
  • Create customized worlds with unique seeds
  • Learn the secrets of redstone devices and build incredible rail systems
  • Play safely through The Nether and The End
  • Play with up to eight of your friends on PlayStation, or run in splitscreen mode

Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written more than 30 books, including several best- sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He’s a perpetual innovator who remains astounded at the unparalleled creativity Minecraft can engender.

 

This book was not created by and is not endorsed by Notch Development AB Corporation/Mojang Synergies AB Corporation, or Sony Computer Entertainment.

 

    
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

The Advanced Strategy Guide To Minecraft
by O'Brien, Stephen
Edition: 1st
Publish: Oct 2014
ISBN-13: 9780789753564
ISBN-10:0789753561
Status:Published

Price: S$31.50

Book Description

The Advanced Strategy Guide to Minecraft

Make Minecraft whatever YOU want it to be!
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The Advanced Strategy Guide to Minecraft

Make Minecraft whatever YOU want it to be!

 

After you’ve learned to survive in Minecraft, the fun really begins. Minecraft’s advanced features support stunning creativity–and that’s still just the beginning. There are custom-crafted adventure maps, massive multiplayer servers, new trading systems, new societies, and incredible mods that take Minecraft into the far future. Minecraft can be whatever you and millions of other players dream up. There’s only one problem: uncovering all these amazing resources and techniques. Problem solved! They’re all in one great full-color guide: The Advanced Strategy Guide to Minecraft. Don’t struggle with out-of-date web tutorials or bewildering YouTube videos: best-selling author Stephen O’Brien will show you how to do it all!

  •    Build and manage unique Minecraft configurations with their own versions, worlds, resource packs, and profiles
  •    Automate your farming: let a few pistons, a stream, and some redstone do all the dirty work for you
  •    Generate infinite ores on demand–even obsidian
  •    Take control of the mayhem with mob farms: mass-produce your own zombies, spiders, creepers, and skeletons
  •    Build in any style that inspires you: medieval, Victorian, Viking, Japanese, modern, suburban, you name it
  •    Create natural-looking terrain and trees, decorate with 2D pixel art, and build 3D statues
  •    Construct smarter, more efficient power and transportation systems
  •    Take Minecraft into the industrial and nuclear age… even go green with solar energy and wind farms
  •    Add computer systems and robotics control with ComputerCraft and Lua
  •    Create and share exciting adventure maps and learn the secrets of CommandBlocks
  •    Share your creation with the world via pro-quality video and audio
  •    Manage a multiplayer server and create your own trading society
  •    Make the most of powerful plug-ins for anti-griefing and more

Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written 28 books, including several best-sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He has played Minecraft since its alpha release and remains astounded at the unparalleled creativity it engenders. He is author of the mega-bestselling The Ultimate Player’s Guide to Minecraft and The Ultimate Player’s Guide to Minecraft: Xbox Edition.

 

Social, Casual And Mobile Games:the Changing Gaming Landscape
by Michele Willson | Tama Leaver
Publish: Apr 2016
ISBN-13: 9781501310607
ISBN-10:1501310607
Status:Print on demand

Price: S$186.30

Book Description

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Strategy Games To Enhance Problem–solving Ability In Mathematics
by Krulik Stephen | Posamentier Alfred S
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
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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.

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