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Experiments In Automated Generation Of Games

RRP $237.99

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Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.


The Translation And Localisation In Video Games

RRP $370.99

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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.


Computer Games And New Media Cultures

RRP $23.10

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Organized Activity And Its Support By Computer

RRP $321.99

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Organized Human Activity and Its Support by Computer proposes an answer to the question: what are computers for?
With technical expertise, Anatol Holt analyzes human activity and its relevance to computer use. Holt interleaves a theory about the universal aspect of social life with a vision of how to harness computer power.
`This book is a culmination of a life of work that exemplifies two characteristics of the author: intellectual passion, and a concern for what matters to people. In the past thirty years, Holt has been a participant in the computing work at every level, from managing computer systems to developing commercial software to publishing theoretical articles in academic journals. His breadth of knowledge and experience makes possible the interweaving of theory and practice that shapes the fabric of this book. People often make a false opposition between theory and practice. In this case, it is a synergy: practice guides the theory, and the theory is grounded in its application.'
Terry Winograd, Stanford University
Organized Human Activity and Its Support by Computer will be of interest to those concerned with computers, especially those with and interest in `groupware'. Particular relevance to social scientists, management scientists, students of law, and philosophers are also addressed. Though technical in spirit and method, this book does not expect significant prior computer knowledge of the reader.


Let's Leap Ahead Kindergarten School Games

RRP $16.99

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Kids master key concepts while having fun! Based on national standards, this unique book contains over 200 educational activities that teach young learners everything from the alphabet, numbers, colors and shapes to counting money, rhyming and telling time.

Kids love the colorful illustrations and game-based exercises in Kindergarten School Games so much, they don’t even know they’re learning! A reusable surface helps reinforce kindergarten-level concepts by allowing kids to practice each activity over and over again. This book comes with an erasable pen so eager learners can start practicing immediately!

Also included, are 5 free educational apps (with the purchase of the book):
• Alphabet
• Numbers
• Shapes
• Colors
• Phonics






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