GamePro Hot Tips

GamePro Hot Tips
Author: LeeAnne McDermott
Publsiher: Wiley Publishing
Total Pages: 228
Release: 1990
Genre: Computers
ISBN: 1878058010

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GamePro

GamePro
Author: Anonim
Publsiher: Unknown
Total Pages: 134
Release: 2005
Genre: Electronic Book
ISBN: 9182736450XXX

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GamePro s Official Mortal Kombat Strategy Guide

GamePro s Official Mortal Kombat Strategy Guide
Author: Anonim
Publsiher: Unknown
Total Pages: 164
Release: 1993-11
Genre: Games & Activities
ISBN: 1882455010

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Video Game Art Reader

Video Game Art Reader
Author: Tiffany Funk
Publsiher: Amherst College Press
Total Pages: 67
Release: 2022-04
Genre: Art
ISBN: 9781943208425

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This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.

Final Fantasy VII

Final Fantasy VII
Author: Anonim
Publsiher: PediaPress
Total Pages: 217
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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Chrono Series

  Chrono   Series
Author: Anonim
Publsiher: PediaPress
Total Pages: 145
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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The Games Machines

The Games Machines
Author: Anonim
Publsiher: PediaPress
Total Pages: 919
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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Serious Games

Serious Games
Author: Ute Ritterfeld,Michael Cody,Peter Vorderer
Publsiher: Routledge
Total Pages: 552
Release: 2009-09-10
Genre: Education
ISBN: 9781135848903

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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.