Minecraft: MMORPG

Minecraft: MMORPG
Author :
Publisher : Cherry Lake
Total Pages : 36
Release :
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.

MMORPGs in Minecraft

MMORPGs in Minecraft
Author :
Publisher : Cherry Lake
Total Pages : 28
Release :
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.

Game Preview

Game Preview
Author :
Publisher : Nicolae Sfetcu
Total Pages : 825
Release :
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.

GameAxis Unwired

GameAxis Unwired
Author :
Publisher :
Total Pages : 92
Release :
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.

Electronic Tribes

Electronic Tribes
Author :
Publisher : University of Texas Press
Total Pages : 333
Release :
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.

Identity, Learning and Support in Virtual Environments

Identity, Learning and Support in Virtual Environments
Author :
Publisher : BRILL
Total Pages : 168
Release :
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.

Innovation and Strategy of Online Games

Innovation and Strategy of Online Games
Author :
Publisher : Imperial College Press
Total Pages : 241
Release :
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.

New Technological Applications for Foreign and Second Language Learning and Teaching

New Technological Applications for Foreign and Second Language Learning and Teaching
Author :
Publisher : IGI Global
Total Pages : 388
Release :
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.

The Video Game Debate

The Video Game Debate
Author :
Publisher : Routledge
Total Pages : 204
Release :
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.

Wordplay and the Discourse of Video Games

Wordplay and the Discourse of Video Games
Author :
Publisher : Routledge
Total Pages : 227
Release :
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.