Action Adventure Games
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Author |
: Nicolae Sfetcu |
Publisher |
: Nicolae Sfetcu |
Total Pages |
: 825 |
Release |
: 2014-05-04 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis Game Preview by : Nicolae Sfetcu
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
Author |
: |
Publisher |
: PediaPress |
Total Pages |
: 189 |
Release |
: |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis Video Gaming by :
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Author |
: Torill Elvira Mortensen |
Publisher |
: Routledge |
Total Pages |
: 280 |
Release |
: 2015-06-05 |
ISBN-10 |
: 9781317574460 |
ISBN-13 |
: 131757446X |
Rating |
: 4/5 (60 Downloads) |
Synopsis The Dark Side of Game Play by : Torill Elvira Mortensen
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
Author |
: Julialicia Case |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 171 |
Release |
: 2024-01-25 |
ISBN-10 |
: 9781350301399 |
ISBN-13 |
: 1350301396 |
Rating |
: 4/5 (99 Downloads) |
Synopsis Story Mode by : Julialicia Case
Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.
Author |
: Britannica Educational Publishing |
Publisher |
: Britannica Educational Publishing |
Total Pages |
: 178 |
Release |
: 2011-11-01 |
ISBN-10 |
: 9781615307364 |
ISBN-13 |
: 1615307362 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Gaming by : Britannica Educational Publishing
Boasting vivid graphics, rapid pacing, and complex narratives, electronic games have evolved both visually and substantially since the early days of Spacewar! and Pong. By allowing users to explore fictional universes, engage in stealth missions, play like their favorite athletes or musicians, and imagine realities both similar to and far-removed from their own, electronic games appeal to a variety of individuals and interests. This absorbing volume details the development of electronic gaming including arcade and early home video consoles through massive multiplayer online games, and examines some of the most popular games of all time.
Author |
: Wang, Haomin |
Publisher |
: IGI Global |
Total Pages |
: 409 |
Release |
: 2011-12-31 |
ISBN-10 |
: 9781613504420 |
ISBN-13 |
: 161350442X |
Rating |
: 4/5 (20 Downloads) |
Synopsis Interactivity in E-Learning: Case Studies and Frameworks by : Wang, Haomin
"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.
Author |
: Ernest Adams |
Publisher |
: Peachpit Press |
Total Pages |
: 76 |
Release |
: 2014-02-11 |
ISBN-10 |
: 9780133812329 |
ISBN-13 |
: 0133812324 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Fundamentals of Adventure Game Design by : Ernest Adams
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the adventure game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the adventure game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
Author |
: Roberto Dillon |
Publisher |
: Springer |
Total Pages |
: 165 |
Release |
: 2014-12-03 |
ISBN-10 |
: 9789812873415 |
ISBN-13 |
: 9812873414 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Ready by : Roberto Dillon
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
Author |
: Timothy Garrand |
Publisher |
: CRC Press |
Total Pages |
: 495 |
Release |
: 2020-10-14 |
ISBN-10 |
: 9781136134463 |
ISBN-13 |
: 1136134468 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Writing for Multimedia and the Web by : Timothy Garrand
Learning how to write for just one type of interactive media, such as web sites or games, is not enough! To be truly successful as an interactive writer or designer, you need to understand how to create content for all types of new media. Writing for Multimedia and the Web is the most comprehensive guide available for interactive writing. It covers web sites, computer games, e-learning courses, training programs, immersive exhibits, and much more. Earlier editions have garnered rave reviews as a writing handbook for multimedia and web professionals, as well as a classroom text for interactive writing and design. New Sections and Completely Updated Chapters: *Writing a corporate web site: T. Rowe Price *Creating blogs and podcasts *Web writing tips from usability experts *Optimizing text for web search engines *Defining the user with use cases and user scenarios *Dealing with web editors *Software for organizing and writing interactive media content *Script formats for all types of multimedia and web projects *Writing careers
Author |
: Kohei Arai |
Publisher |
: Springer |
Total Pages |
: 779 |
Release |
: 2019-04-23 |
ISBN-10 |
: 9783030177980 |
ISBN-13 |
: 303017798X |
Rating |
: 4/5 (80 Downloads) |
Synopsis Advances in Computer Vision by : Kohei Arai
This book presents a remarkable collection of chapters covering a wide range of topics in the areas of Computer Vision, both from theoretical and application perspectives. It gathers the proceedings of the Computer Vision Conference (CVC 2019), held in Las Vegas, USA from May 2 to 3, 2019. The conference attracted a total of 371 submissions from pioneering researchers, scientists, industrial engineers, and students all around the world. These submissions underwent a double-blind peer review process, after which 118 (including 7 poster papers) were selected for inclusion in these proceedings. The book’s goal is to reflect the intellectual breadth and depth of current research on computer vision, from classical to intelligent scope. Accordingly, its respective chapters address state-of-the-art intelligent methods and techniques for solving real-world problems, while also outlining future research directions. Topic areas covered include Machine Vision and Learning, Data Science, Image Processing, Deep Learning, and Computer Vision Applications.