The Internet As A Game
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Author |
: Michael Morrison |
Publisher |
: Sams |
Total Pages |
: 416 |
Release |
: 1996 |
ISBN-10 |
: 1575211483 |
ISBN-13 |
: 9781575211480 |
Rating |
: 4/5 (83 Downloads) |
Synopsis Teach Yourself Internet Game Programming with Java in 21 Days by : Michael Morrison
Intended for programmers producing games for the Internet, this manual details the development of four full Internet games. Assuming some working knowledge of Java, the text focuses on the advanced features of game development and includes a CD-Rom that offers sample applications and demo software.
Author |
: T. L. Taylor |
Publisher |
: MIT Press |
Total Pages |
: 206 |
Release |
: 2009-02-13 |
ISBN-10 |
: 9780262250542 |
ISBN-13 |
: 0262250543 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Play Between Worlds by : T. L. Taylor
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Author |
: Daniel King |
Publisher |
: Academic Press |
Total Pages |
: 296 |
Release |
: 2018-07-18 |
ISBN-10 |
: 9780128129258 |
ISBN-13 |
: 0128129255 |
Rating |
: 4/5 (58 Downloads) |
Synopsis Internet Gaming Disorder by : Daniel King
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies
Author |
: Felipe Pepe |
Publisher |
: |
Total Pages |
: 528 |
Release |
: 2019-09 |
ISBN-10 |
: 1999353307 |
ISBN-13 |
: 9781999353308 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Author |
: Jaroslav Svelch |
Publisher |
: MIT Press |
Total Pages |
: 401 |
Release |
: 2023-09-19 |
ISBN-10 |
: 9780262549288 |
ISBN-13 |
: 026254928X |
Rating |
: 4/5 (88 Downloads) |
Synopsis Gaming the Iron Curtain by : Jaroslav Svelch
How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.
Author |
: Simon Sinek |
Publisher |
: Penguin |
Total Pages |
: 272 |
Release |
: 2019-10-15 |
ISBN-10 |
: 9780735213524 |
ISBN-13 |
: 0735213526 |
Rating |
: 4/5 (24 Downloads) |
Synopsis The Infinite Game by : Simon Sinek
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Author |
: John Vorhaus |
Publisher |
: Kensington Publishing Corp. |
Total Pages |
: 324 |
Release |
: 2006-09-01 |
ISBN-10 |
: 9780818407291 |
ISBN-13 |
: 0818407298 |
Rating |
: 4/5 (91 Downloads) |
Synopsis Killer Poker Online/2: Advanced Strategies For Crushing The Internet Game by : John Vorhaus
A revolutionary new approach to a revolutionary game Since the 2003 publication of the groundbreaking Killer Poker Online, the Internet game has exploded and the online poker landscape has completely changed. More than 150,000 people are logged in and playing online for real money every day. What does this mean for you? Lots of opportunities to take serious money from novices. Update your Internet play now and make sure you get your share. In Killer Poker Online/2 You'll learn how to: • Understand and exploit the patterns, tendencies, and weaknesses of online players • Play winning strategies that are not possible in real-world games • Beat the unique sit-and-go tournament • Vanquish foes in heads-up play • Recognize the pitfalls of online cash games • Navigate and dominate full-field online tournaments The online game these days is both easier and harder to beat, and with Killer Poker Online/2, you'll learn the latest strategies to bring home the cash. Praise for John Vorhaus and Killer Poker "Are you ready for a revolution? John Vorhaus will lift your mind to a higher poker plane." --Russ Hamilton, 1994 WSOP Champion "Like a latter-day Aesop, Vorhaus weaves pearls of wisdom into each of his witty and clever tales. He rests secure in his position as one of poker's premier teachers." --Barry Shulman, publisher, Card Player magazine "Don't lend this book to anyone--you'll never get it back!" --Annie Duke, 2004 WSOP Tournament of Champions winner
Author |
: Megan A. Moreno |
Publisher |
: Springer |
Total Pages |
: 299 |
Release |
: 2018-03-01 |
ISBN-10 |
: 9783319696386 |
ISBN-13 |
: 3319696386 |
Rating |
: 4/5 (86 Downloads) |
Synopsis Technology and Adolescent Mental Health by : Megan A. Moreno
This comprehensive book provides a framework for healthcare providers working with the dual challenges and opportunities presented by the intersection of mental health and technology. Technology and Adolescent Mental Health provides recent, evidence-based approaches that are applicable to clinical practice and adolescent care, with each chapter including a patient case illustrating key components of the chapter contents. Early chapters address the epidemiology of mental health, while the second section of the book deals with how both offline and online worlds affect mental health, presenting both positive and negative outcomes, and focusing on special populations of at-risk adolescents. The third section of the book focuses on technology uses for observation, diagnosis or screening for mental health conditions. The final section highlights promising future approaches to technology, and tools for improving intervention and treatment for mental health concerns and illnesses. This book will be a key resource for pediatricians, family physicians, internal medicine providers, adolescent medicine and psychiatry specialists, psychologists, social workers, as well as any other healthcare providers working with adolescents and mental health care.
Author |
: Iratxe Redondo |
Publisher |
: Frontiers Media SA |
Total Pages |
: 226 |
Release |
: 2023-02-17 |
ISBN-10 |
: 9782832515112 |
ISBN-13 |
: 2832515118 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Risks of “Cyber-relationships” in Adolescents and Young People by : Iratxe Redondo
Author |
: Stuart C. Yudofsky |
Publisher |
: American Psychiatric Pub |
Total Pages |
: 578 |
Release |
: 2015-04-01 |
ISBN-10 |
: 9781585625253 |
ISBN-13 |
: 1585625256 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Fatal Pauses by : Stuart C. Yudofsky
People can become stuck in many ways and for a wide variety of reasons, explains the author of Fatal Pauses, that rare book that both clinicians and general readers can benefit from and enjoy. Novelistic in its depictions of composite patients but clear-eyed in its analysis, the book offers a "3-D method" of addressing "stuck"-ness, which is defined as "not stopping something that is bad for us" or "not starting and staying with something that is good for us." The process of discovering why one is stuck, deciding to become unstuck, and then asserting the discipline required to do so is brought to vivid life by one of the most respected psychiatrists of our day. The book's structure is logical and engaging: The Am I Stuck? Scale can be self-administered by general readers or administered by clinicians to their patients. This first chapter sets the stage for what follows. The 3-D method of getting unstuck is presented in a systematic, easy-to-comprehend manner that begins with a brief overview and proceeds to more detailed instructions and insights. Riveting case examples make up the heart of the book. They are not mere summaries but consist of thorough and detailed clinical descriptions that provide context, in addition to extensive dialogue and analysis. Several of these cases are divided into multiple chapters, providing a comprehensive clinical picture to help both mental health professionals and lay readers increase their understanding of being "stuck." A range of categories or "stuck"-ness is addressed, including being trapped by career choices, limited by obesity, paralyzed by an unsatisfying marriage, incapacitated by addiction, and imprisoned by the need to please. Of special note is the case example of a young man whose interpersonal relationships have gradually, but progressively, become reduced to computer-based encounters. The author's examination of this individual's fixation on video games and virtual realities and his escape from this cyberprison through treatment is both timely and compelling. Finally, the author provides an evolutionary and neurobiological overview of how we become "stuck," which helps the reader grasp the underpinnings of this behavior and learn how to become "unstuck." Written in a warm and disarming style, Fatal Pauses will find a home in clinicians' libraries,waiting rooms, and on family room bookshelves.