Taming Gaming
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Taming Gaming
Author | : Andy Robertson |
Publsiher | : Unbound Publishing |
Total Pages | : 379 |
Release | : 2021-01-21 |
Genre | : Games & Activities |
ISBN | : 9781783528936 |
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Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
The Civic Potential of Video Games
Author | : Joseph Kahne,Ellen Middaugh,Chris Evans |
Publsiher | : MIT Press |
Total Pages | : 111 |
Release | : 2009-06-05 |
Genre | : Technology & Engineering |
ISBN | : 9780262258319 |
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This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
The Basset Table
Author | : Susanna Centlivre |
Publsiher | : Broadview Press |
Total Pages | : 182 |
Release | : 2009-07-30 |
Genre | : Drama |
ISBN | : 9781460403150 |
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The Basset Table follows the fortunes of Lady Reveller, who runs a table where her friends play the card game basset, and her struggle to avoid marrying Lord Worthy. Meanwhile, Lady Reveller’s cousin, Valeria, spends her time conducting scientific experiments and dissections, but her father intends to marry her off to the bluff sea-captain Hearty. How can Lady Reveller be persuaded to forego the delights of gambling? And how can Valeria avoid an unwanted marriage? This witty play paints a seductive picture of the thrills of the Restoration gaming table and challenges contemporary stereotypes of the learned lady. Appendices to this Broadview Edition include materials on female education, gambling, and writing for the stage, as well as eighteenth- and nineteenth-century critical writing on Centlivre and The Basset Table.
Taming Your Gremlin Revised Edition
Author | : Rick Carson |
Publsiher | : Harper Collins |
Total Pages | : 194 |
Release | : 2009-10-06 |
Genre | : Self-Help |
ISBN | : 9780061977862 |
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The completely updated edition of this classic includes powerful methods for freeing oneself from self-defeating behaviors and beliefs Your gremlin interprets your every experience. He has nothing good to say about you or anything you do. Just when you feel you’ve out-argued him, he changes his strategy. Grapple with him and you become more enmeshed. What he hates is simply being noticed. That’s the first step to his taming. This and many other powerful techniques await you. This is a low-key but tremendously effective approach to banishing the tenacious nemesis within. Readers will learn: How simply noticing their gremlin is the first step in gremlin taming. How to experiment playfully with new actions and attitudes. Simple exercises for tuning in to their true self and tuning out their gremlin…and much more.
Networking and Online Games
Author | : Grenville Armitage,Mark Claypool,Philip Branch |
Publsiher | : John Wiley & Sons |
Total Pages | : 232 |
Release | : 2006-08-04 |
Genre | : Technology & Engineering |
ISBN | : 9780470030462 |
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The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
The Snurtch
Author | : Sean Ferrell |
Publsiher | : Simon and Schuster |
Total Pages | : 40 |
Release | : 2016-08-30 |
Genre | : Juvenile Fiction |
ISBN | : 9781481456562 |
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"Ruthie has a problem at school. It is the Snurtch. The Snurtch is a scribbly, grabby, rude monster who follows Ruthie around and gets her into all sorts of trouble. It seems Ruthie will never be rid of the Snurtch. But eventually, she realizes she's not the only one--George has one, too"--
Taming Babel
Author | : Rachel Leow |
Publsiher | : Cambridge University Press |
Total Pages | : 283 |
Release | : 2016-07-14 |
Genre | : History |
ISBN | : 9781107148536 |
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Through a study of Malaysia, Taming Babel examines how empires and postcolonial nation-states struggle to govern multilingual and polyglot subjects.
Game Programming in C
Author | : Sanjay Madhav |
Publsiher | : Addison-Wesley Professional |
Total Pages | : 1268 |
Release | : 2018-03-06 |
Genre | : Computers |
ISBN | : 9780134597317 |
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Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.