No Game No Life Vol 8 Light Novel

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History repeats itself...or does it?!With the end of Sora and Shiro's dice game against the Old Deus fast approaching, they're faced with completing Jibril's final task-a strategic simulation game set during the ancient Great War, before the world of Disboard changed. As leaders of the weakest race, Immanity, the gamer siblings have one objective: Ensure that in this version of the War, no one dies. But when their Old Deus opponent demands a sacrifice, Sora and Shiro will have to come up with some unconventional tactics to secure victory!

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Genre : Comics & Graphic Novels
Author : Yuu Kamiya
Publisher : Yen Press LLC
Release : 2019-04-02
File : 233 Pages
ISBN-13 : 9780316471374


Computer Games And Technical Communication

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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

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Genre : Language Arts & Disciplines
Author : Jennifer deWinter
Publisher : Routledge
Release : 2016-05-23
File : 335 Pages
ISBN-13 : 9781317162612


Chambers S Encyclopaedia

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Reprint of the original, first published in 1874. The publishing house Anatiposi publishes historical books as reprints. Due to their age, these books may have missing pages or inferior quality. Our aim is to preserve these books and make them available to the public so that they do not get lost.

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Genre : Fiction
Author : Anonymous
Publisher : BoD – Books on Demand
Release : 2023-05-17
File : 869 Pages
ISBN-13 : 9783382507664


Game Engine Architecture Third Edition

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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

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Genre : Computers
Author : Jason Gregory
Publisher : CRC Press
Release : 2018-07-20
File : 1123 Pages
ISBN-13 : 9781351974271


The Game Culture Reader

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In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.

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Genre : Social Science
Author : Jason Thompson
Publisher : Cambridge Scholars Publishing
Release : 2014-07-18
File : 285 Pages
ISBN-13 : 9781443864374


We The Gamers

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Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

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Genre : Education
Author : Karen Schrier
Publisher : Oxford University Press
Release : 2021
File : 401 Pages
ISBN-13 : 9780190926106


Basics Of Game Design

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Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t

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Genre : Computers
Author : Michael Moore
Publisher : CRC Press
Release : 2016-04-19
File : 341 Pages
ISBN-13 : 9781040052815


Internet Gaming Disorder

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Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies

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Genre : Psychology
Author : Daniel King
Publisher : Academic Press
Release : 2018-07-18
File : 296 Pages
ISBN-13 : 9780128129258


Game Design Workshop

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As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.

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Genre : Performing Arts
Author : Tracy Fullerton
Publisher : CRC Press
Release : 2004-01-03
File : 480 Pages
ISBN-13 : 9781578202225


The Butterfly As Companion

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Chuang Tzu's first three chapters are arranged into free verse (in Chinese, in the original word order) and translated, nearly word-for-word, with extensive critical glosses vis-a-vis over fifty Chinese, Japanese, and Western commentators. The exegetical, philosophical, and contemporary implications of these chapters are then meditated upon. Here, in Chuang Tzu's world, all strivings are a play, parodying stories and arguments; each plays off of and refers to the others. Chuang Tzu lived during the third and fourth centuries B.C. Historically, he is the foremost spokesman for Taoism and its legendary founder, Lao Tzu. It was mainly due to the influence of Chuang Tzu that Indian Buddhism was transformed in China into Ch'an into the unique vehicle we usually call by its Japanese name, Zen. This is the most thorough presentation to date of the Chuang Tzu's poetic beauty, philosophical insights, and unity.

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Genre : Religion
Author : Kuang-ming Wu
Publisher : State University of New York Press
Release : 1990-02-22
File : 530 Pages
ISBN-13 : 9781438424491