Geektionary

Author: Gregory Bergman
Editor: Simon and Schuster
ISBN: 1440511888
Size: 18,65 MB
Format: PDF, Docs
Read: 564
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"The last WoW module was clunky and a bit slow on my rig but it had a great toolset for building adventures for my avatar. Now I'm at sixtieth level! Awesome!" Whether it's about science fiction, Star Trek, sports, comics, or computers, geekspeak is full of mysterious words and phrases. But now there's an easy way to understand what it's all about. With this book you can dork out with the best of 'em. Here are more than 1,000 words and their definitions, including such gems as: LARP Red Shirt Wilhelm Scream Xenomorph Munchkin* So don't worry if you don't know what a midochlorian is or what to do with a proton pack. With this book, you'll never be confused again. Which doesn't mean what you think it means, unless you're a fan of roleplaying games.

Maximum Pc

Author:
Editor:
ISBN:
Size: 16,23 MB
Format: PDF, Docs
Read: 695
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Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Game Preview

Author: Nicolae Sfetcu
Editor: Nicolae Sfetcu
ISBN:
Size: 10,50 MB
Format: PDF
Read: 604
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A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

Maximum Pc

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Editor:
ISBN:
Size: 20,81 MB
Format: PDF, Mobi
Read: 241
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Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Popular Science

Author:
Editor:
ISBN:
Size: 15,83 MB
Format: PDF, ePub
Read: 311
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Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.

Computer Gaming World

Author:
Editor:
ISBN:
Size: 18,51 MB
Format: PDF, Kindle
Read: 277
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Teach Yourself Game Programming In 21 Days

Author: André LaMothe
Editor: Sams
ISBN: 9780672305627
Size: 20,86 MB
Format: PDF, Docs
Read: 693
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Shows how to create backgrounds, structured displays, characters, and animation, and discusses input handling and performance considerations

Sex In Video Games

Author: Brenda Brathwaite
Editor:
ISBN: 9781584504597
Size: 18,92 MB
Format: PDF, Docs
Read: 276
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Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? So far, there are no definitive answers to these questions. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by studying the history of sexual content in games and the games industry, as well as the public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship. Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? So far, there are no definitive answers to these questions. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by studying the history of sexual content in games and the games industry, as well as the public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.