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BOOK EXCERPT:
Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Michelle Goodridge |
Publisher |
: Bloomsbury Publishing USA |
Release |
: 2021-11-15 |
File |
: 204 Pages |
ISBN-13 |
: 9798216110958 |
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BOOK EXCERPT:
The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.
Product Details :
Genre |
: Social Science |
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Taylor & Francis |
Release |
: 2024-05-08 |
File |
: 445 Pages |
ISBN-13 |
: 9781040002483 |
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BOOK EXCERPT:
This book is about the fastest growing form of electronic game in the world--the Massively Multiplayer Online Role Playing Game (MMORPG). The evolution of these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, is described here. This work also delves into the psychology of the people who inhabit the game universe and explores the development of the unique cultures, economies, moral codes, and slang in these virtual communities. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.
Product Details :
Genre |
: Games & Activities |
Author |
: R.V. Kelly 2 |
Publisher |
: McFarland |
Release |
: 2004-09-06 |
File |
: 209 Pages |
ISBN-13 |
: 9780786419159 |
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BOOK EXCERPT:
Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.
Product Details :
Genre |
: Games & Activities |
Author |
: Timothy Rowlands |
Publisher |
: Routledge |
Release |
: 2016-06-16 |
File |
: 202 Pages |
ISBN-13 |
: 9781315416045 |
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BOOK EXCERPT:
The fifth edition of Business Ethics addresses current, intriguing, often complex issues in corporate morality through 53 readings and 30 pertinent case studies. Now significantly updated, it includes new leading articles, related current cases, and mini-cases based on MBA student dilemmas. Addresses a broad range of the most current, intriguing, often complex issues and cases in corporate morality Provides impartial, point-counterpoint presentations of different perspectives on the most important and highly contended issues of business ethics Updated and significant case studies are included to reinforce student learning Now contains mini-cases based on actual MBA student dilemmas Each author has substantial experience in teaching, writing, and conducting research in the field
Product Details :
Genre |
: Business & Economics |
Author |
: W. Michael Hoffman |
Publisher |
: John Wiley & Sons |
Release |
: 2014-02-10 |
File |
: 784 Pages |
ISBN-13 |
: 9781118336687 |
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BOOK EXCERPT:
The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.
Product Details :
Genre |
: Social Science |
Author |
: Geoff King |
Publisher |
: Bloomsbury Publishing |
Release |
: 2005-10-28 |
File |
: 273 Pages |
ISBN-13 |
: 9780857717405 |
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BOOK EXCERPT:
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Product Details :
Genre |
: Games & Activities |
Author |
: Matt Fox |
Publisher |
: McFarland |
Release |
: 2013-01-17 |
File |
: 385 Pages |
ISBN-13 |
: 9780786472574 |
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BOOK EXCERPT:
""EverQuest What?"" delves into the revolutionary massively multiplayer online role-playing game (MMORPG) that transformed the gaming industry and digital culture. This comprehensive exploration examines EverQuest's technical infrastructure, social dynamics, and lasting influence on virtual worlds and online gaming experiences. The book argues that EverQuest marked a pivotal turning point, demonstrating the potential for virtual worlds to foster complex social structures, economies, and narratives. Readers are taken on a journey through EverQuest's development, from its inception to its evolution, highlighting how it overcame technical challenges to create a fully realized 3D world where thousands of players could interact simultaneously. The book delves into fascinating aspects of the game, such as the emergence of virtual economies with real-world implications and the formation of intricate online communities within the game's virtual space. Progressing through four main sections, the book covers: 1. Core MMORPG concepts 2. Technical aspects of maintaining a persistent online world 3. Social dynamics within EverQuest 4. Its lasting legacy By combining primary sources, academic research, and engaging narratives, ""EverQuest What?"" offers a multifaceted analysis that appeals to game developers, technology enthusiasts, and social scientists alike, providing valuable insights into the evolution of online communities and virtual worlds.
Product Details :
Genre |
: Computers |
Author |
: Kai Turing |
Publisher |
: Publifye AS |
Release |
: 2024-10-15 |
File |
: 113 Pages |
ISBN-13 |
: 9788233933777 |
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BOOK EXCERPT:
The fourth edition of the Handbook of Human Factors and Ergonomics has been completely revised and updated. This includes all existing third edition chapters plus new chapters written to cover new areas. These include the following subjects: Managing low-back disorder risk in the workplace Online interactivity Neuroergonomics Office ergonomics Social networking HF&E in motor vehicle transportation User requirements Human factors and ergonomics in aviation Human factors in ambient intelligent environments As with the earlier editions, the main purpose of this handbook is to serve the needs of the human factors and ergonomics researchers, practitioners, and graduate students. Each chapter has a strong theory and scientific base, but is heavily focused on real world applications. As such, a significant number of case studies, examples, figures, and tables are included to aid in the understanding and application of the material covered.
Product Details :
Genre |
: Technology & Engineering |
Author |
: Gavriel Salvendy |
Publisher |
: John Wiley & Sons |
Release |
: 2012-05-24 |
File |
: 1754 Pages |
ISBN-13 |
: 9781118129081 |
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BOOK EXCERPT:
""The History of Games"" offers a captivating exploration of how digital entertainment has evolved from its humble beginnings to become a global cultural phenomenon. This comprehensive book traces the journey of video games from early arcade machines to today's immersive virtual reality experiences, highlighting the technological advancements and creative innovations that have shaped the industry. The book delves into the rise of pioneering companies like Atari and Nintendo, the emergence of iconic franchises such as Super Mario and Grand Theft Auto, and the evolution of game development from small teams to multinational corporations. It examines how each generation of gaming hardware expanded the possibilities for interactive entertainment, while also exploring the changing demographics of gamers and the diversification of game genres. The authors provide insights into the creative processes behind landmark titles, offering readers a behind-the-scenes look at the challenges involved in creating immersive digital worlds. Beyond chronicling the industry's history, ""The History of Games"" analyzes the broader impact of gaming technology on society, including its influence on fields like education, corporate training, and scientific research. The book addresses controversial topics such as video game violence and addiction, while also speculating on the future of gaming with emerging technologies like augmented reality and artificial intelligence. This engaging narrative serves as both a comprehensive reference and a thought-provoking exploration of digital culture's past, present, and future.
Product Details :
Genre |
: Technology & Engineering |
Author |
: Marcus Tesla |
Publisher |
: Publifye AS |
Release |
: 2024-10-15 |
File |
: 227 Pages |
ISBN-13 |
: 9788233933821 |