M M O R P G
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Author |
: Josh Gregory |
Publisher |
: Cherry Lake |
Total Pages |
: 36 |
Release |
: 2018-08-01 |
ISBN-10 |
: 9781534131606 |
ISBN-13 |
: 1534131604 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Minecraft: MMORPG by : Josh Gregory
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will discover how creative players have built a massively-multiplayer online version of Minecraft where huge groups of players can explore and create together. Includes table of contents, glossary, and index--as well as sources for further reading.
Author |
: Josh Gregory |
Publisher |
: Cherry Lake |
Total Pages |
: 28 |
Release |
: 2019-01-01 |
ISBN-10 |
: 9781534141018 |
ISBN-13 |
: 1534141014 |
Rating |
: 4/5 (18 Downloads) |
Synopsis MMORPGs in Minecraft by : Josh Gregory
Minecraft is more than just a video game. It is a phenomenon that has taken the world by storm. In this book, readers will learn everything they need to know about playing massive multiplayer online role playing games (MMORPGs) in Minecraft, including tips and tricks and safety information. Includes table of contents, glossary, and index--as well as sources for further reading.
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 |
: |
Total Pages |
: 92 |
Release |
: 2008-07 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis GameAxis Unwired by :
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Author |
: Tyrone L. Adams |
Publisher |
: University of Texas Press |
Total Pages |
: 333 |
Release |
: 2008-06 |
ISBN-10 |
: 9780292717749 |
ISBN-13 |
: 0292717741 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Electronic Tribes by : Tyrone L. Adams
From MySpace.com to Nigerian e-mail scams, sixteen competitively selected essays inquire into the causes and consequences of the "tribes" that are facilitated by the Internet.
Author |
: |
Publisher |
: BRILL |
Total Pages |
: 168 |
Release |
: 2009-01-01 |
ISBN-10 |
: 9789087909949 |
ISBN-13 |
: 9087909942 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Identity, Learning and Support in Virtual Environments by :
Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.
Author |
: H. Wi Jong |
Publisher |
: Imperial College Press |
Total Pages |
: 241 |
Release |
: 2009 |
ISBN-10 |
: 9781848163577 |
ISBN-13 |
: 1848163576 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Innovation and Strategy of Online Games by : H. Wi Jong
This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.
Author |
: Kruk, Mariusz |
Publisher |
: IGI Global |
Total Pages |
: 388 |
Release |
: 2020-03-13 |
ISBN-10 |
: 9781799825937 |
ISBN-13 |
: 1799825930 |
Rating |
: 4/5 (37 Downloads) |
Synopsis New Technological Applications for Foreign and Second Language Learning and Teaching by : Kruk, Mariusz
Population diversity is becoming more prevalent globally with increasing immigration, emigration, and refugee placement. These circumstances increase the likelihood that a child will be raised speaking a different language in the home than the common language used in each country. This necessitates the development of comprehensive strategies that promote second language learning through the adoption of new technological advancements. New Technological Applications for Foreign and Second Language Learning and Teaching is a scholarly publication that explores how the latest technologies have the potential to engage foreign and second language learners both within and outside the language classroom and to facilitate language learning and teaching in the target language. Highlighting a range of topics such as learning analytics, digital games, and telecollaboration, this book is ideal for teachers, instructional designers, curriculum developers, IT consultants, educational software developers, language learning specialists, academicians, administrators, professionals, researchers, and students.
Author |
: Rachel Kowert |
Publisher |
: Routledge |
Total Pages |
: 204 |
Release |
: 2015-08-27 |
ISBN-10 |
: 9781317567172 |
ISBN-13 |
: 131756717X |
Rating |
: 4/5 (72 Downloads) |
Synopsis The Video Game Debate by : Rachel Kowert
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
Author |
: Christopher A. Paul |
Publisher |
: Routledge |
Total Pages |
: 227 |
Release |
: 2012-03-15 |
ISBN-10 |
: 9781136343056 |
ISBN-13 |
: 1136343059 |
Rating |
: 4/5 (56 Downloads) |
Synopsis Wordplay and the Discourse of Video Games by : Christopher A. Paul
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.