Geektionary

Author: Gregory Bergman
Editor: Simon and Schuster
ISBN: 1440511888
Size: 18,17 MB
Format: PDF, Mobi
Read: 857
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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: 19,48 MB
Format: PDF, ePub, Docs
Read: 199
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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: 17,47 MB
Format: PDF, Mobi
Read: 259
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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: 17,29 MB
Format: PDF, Mobi
Read: 805
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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.

The Sniper Mind

Author: David Amerland
Editor: St. Martin's Press
ISBN: 1250113687
Size: 15,76 MB
Format: PDF, ePub, Mobi
Read: 915
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Snipers are exceptional. The trained sniper is a complex fusion of hard skills such as weapons knowledge, situational awareness, knowledge of ballistics and physics, and soft skills such as emotional stability, empathy, and a stoic acceptance of the hardships associated with a particular set of circumstances. There are countless instances where a single sniper, embarking on a secret mission, would have to improvise, operate beyond any hope of support, and yet still manage to carry out the mission and get back home unharmed even though the enemy was actively hunting him. For the first time ever, The Sniper Mind reveals the practical steps that allow a sniper’s brain to work in this superhuman precise, calculated way. It teaches readers how to understand and apply these steps, whether they are stuck in a cubicle facing mounting piles of work or sitting in a corner office making industry-defining decisions. Through the explanation of advanced military training techniques and cutting-edge neuroscience, David Amerland's book provides concrete strategies and real-world skills that can help us be better: -At our jobs -In our relationships -In our executive decision making -In the paths we choose to take through life By learning how snipers teach their minds to eliminate fears and deal with uncertainty we can also develop the mental toughness we need to achieve the goals that seem to elude us in business as well as in life.

Computer Gaming World

Author:
Editor:
ISBN:
Size: 14,42 MB
Format: PDF, ePub, Mobi
Read: 152
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American Book Publishing Record

Author:
Editor:
ISBN:
Size: 10,69 MB
Format: PDF, ePub, Docs
Read: 688
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Teach Yourself Game Programming In 21 Days

Author: André LaMothe
Editor: Sams
ISBN: 9780672305627
Size: 11,23 MB
Format: PDF, ePub, Docs
Read: 896
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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: 19,62 MB
Format: PDF, Kindle
Read: 232
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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.