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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.
Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
More than just a quick-fix manual for the do-it-yourselfer, this book covers all aspects of small business computing. TheHandbook of Computer Troubleshootingis a complete guide for solving the most typical problems most users will encounter. Both the neophyte and experienced user will find helpful tips to solve the more irksome, yet common, problems. Topics covered include: Hardware * Graphics Software * The Internet * Ergonomics * Keyboards * Networks * Company Addresses * Utilities Software * Educational Software * Printers * Monitors * Security Threats * Web Sites * and much more.
The multidisciplinary nature of learning-games development is key to successful projects. In this book, leaders in the field of serious games and professionals in entertainment games share practical guidelines and lessons learned from their own experiences researching and developing learning games. This volume includes: * A summary of the key elements of design and development that require particular attention from multiple disciplines to ensure success * An overview of successful models and methods, and of the tradeoffs made throughout the process, to help guide development * Cohesive, multidisciplinary views of the issues that may arise and of the techniques applied in order to produce effective learning games grounded in specific experiences, community consensus, and analysis of successful learning games that have already been released * The stories behind the games, to illustrate how final design and development decisions were reached. Aimed at professionals and academics interested in developing and researching learning games, it offers a comprehensive picture of the state of the art.
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