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Boys Life



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Author :
language : en
Publisher:
Release Date : 2007-02

Boys Life written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-02 with categories.


Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.

Super Mario Bros 3



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Author : Bob Chipman
language : en
Publisher:
Release Date : 2013-04-19

Super Mario Bros 3 written by Bob Chipman and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-04-19 with Super Mario Bros. (Game) categories.


Organisational Change Development And Transformation



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Author : Dianne Waddell
language : en
Publisher: Cengage AU
Release Date : 2019-08-01

Organisational Change Development And Transformation written by Dianne Waddell and has been published by Cengage AU this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-01 with Business & Economics categories.


Change Management is a crucial process for gaining the competitive advantage that is the goal of many organisations. Leaders and change agents are often faced with conflicting challenges of motivating and understanding increasingly diverse workforces, accounting to stakeholders and planning for the future in a chaotic environment. Organisation Change: Development and Transformation, 7e takes both an organisational development and transformational approach to change, to reflect the environment of change faced by organisations today. With the field of organisational change continuing to evolve, especially in an international context, future directions of change management are also discussed. To emphasise the relationship between theory to practice, this text provides 10 local and international case studies, practitioner vignettes and a suite of online cases supported by a case matrix.

Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches



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Author : Felicia, Patrick
language : en
Publisher: IGI Global
Release Date : 2011-04-30

Handbook Of Research On Improving Learning And Motivation Through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-30 with Education categories.


"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Masters Of Doom



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Author : David Kushner
language : en
Publisher: Random House
Release Date : 2003-04-24

Masters Of Doom written by David Kushner and has been published by Random House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-04-24 with Biography & Autobiography categories.


Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

Hausaufgabe Rette Die Prinzessin Entstehung Geschichte Und Didaktik Der Computer Und Videospielemusik



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Author : Sebastian Wolf
language : de
Publisher: Diplomica Verlag
Release Date : 2013-07

Hausaufgabe Rette Die Prinzessin Entstehung Geschichte Und Didaktik Der Computer Und Videospielemusik written by Sebastian Wolf and has been published by Diplomica Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-07 with Education categories.


Dieses Buch ist eines der ersten Werke zum Thema "Spielemusik im Musikunterricht". Es enth„lt umfangreiche Informationen und Erkl„rungen, viele Verweise auf themenverwandte Literatur sowie didaktisch anspruchsvolle Aufgaben und Unterrichtsvorschl„ge. Sowohl Neulinge als auch Kenner k”nnen mit diesem Buch ihr Wissen zur Geschichte der Computer- und Videospiele, der Entstehung solcher Spiele und der Komposition einer Spielemusik erweitern. Zu allen kursiv gedruckten Spielen, Computern, Werbungen etc. sind im Anhang Internetadressen angegeben, auf denen weitere Informationen abrufbar sind. Besonders hilfreiche Literatur wird im Anhang nochmals genannt.

Game Development With Construct 2



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Author : LEE STEMKOSKI
language : en
Publisher: Apress
Release Date : 2017-05-18

Game Development With Construct 2 written by LEE STEMKOSKI and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-05-18 with Computers categories.


Design and create video games using Construct 2. No prior experience is required.Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and action-adventure. The software is user friendly and powerful, and the games you create can be exported to run on the web, desktop computers, and smartphones. What You'll Learn Create complete functional games using the Construct 2 game engine Understand general logical structures underlying video game programs Use practical game design advice (such as visual feedback and gameplay balancing) Understand programming concepts useful throughout computer science Who This Book Is For Middle school and high school students with no prior programming knowledge, and only minimal mathematical knowledge (graphing (x,y) coordinates, measuring angles, and applying formulas)

How To Play Video Games



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Author : Matthew Thomas Payne
language : en
Publisher: NYU Press
Release Date : 2019-03-26

How To Play Video Games written by Matthew Thomas Payne and has been published by NYU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-26 with Games & Activities categories.


Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Pcs For Dummies



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Author : Dan Gookin
language : en
Publisher: John Wiley & Sons
Release Date : 2015-11-19

Pcs For Dummies written by Dan Gookin and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-19 with Computers categories.


The bestselling PC reference on the planet—now available in its 13th edition Completely updated to cover the latest technology and software, the 13th edition of PCs For Dummies tackles using a computer in friendly, human terms. Focusing on the needs of the beginning computer user, while also targeting those who are familiar with PCs, but need to get up to speed on the latest version of Windows. This hands-on guide takes the dread out of working with a personal computer. Leaving painful jargon and confusing terminology behind, it covers Windows 10 OS, connecting to and using services and data in the cloud, and so much more. Written by Dan Gookin, the original For Dummies author, it tells you how to make a PC purchase, what to look for in a new PC, how to work with the latest operating system, ways to protect your files, what you can do online, media management tips, and even basic topics you're probably too shy to ask a friend about. Determine what you need in a PC and how to set it up Configure your PC, hook up a printer, and connect to the Internet Find your way around Windows 10 OS with ease and confidence Play movies and music, view photos, and explore social media If you're a first-time PC user at home or at work or just need to brush up on the latest technological advancements, the new edition of this bestselling guide gets you up and running fast.

I Am Error



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Author : Nathan Altice
language : en
Publisher: MIT Press
Release Date : 2017-09-08

I Am Error written by Nathan Altice and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-08 with Computers categories.


The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

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