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Showing posts with label Games ebooks. Show all posts
Showing posts with label Games ebooks. Show all posts

03 March, 2020

Playing War: Military Video Games After 9/11

Playing War: Military Video Games After 9/11

Playing War: Military Video Games After 9/11
"A unique and ambitious analysis of the relationship between the military and the video game industry. With a tremendous breadth of knowledge, Payne weaves together contemporary cultural criticism of war and post-9/11 politics with play theory, production studies, and textual analyses. Impressively crafted,Playing Waris sure to take its place among the growing body of key works that define game studies." (Nina Huntemann,co-editor of Gaming Globally: Production, Play, and Place)

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McGraw-Hill's Conquering LSAT Logic Games, Third Edition

McGraw-Hill's Conquering LSAT Logic Games, Third Edition

McGraw-Hill's Conquering LSAT Logic Games, Third Edition
This book was a huge help in preparing for the LSAT. It was easy to understand, built incrementally, and had enough practice problems to prepare someone well for the logic games section of the test. I used it as a supplement to other prep materials that addressed the entire test. I was struggling with this section, but Conquering LSAT Logic Games helped me gain confidence in my ability to take that part of the test.

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02 March, 2020

The Hippopotamus Rises: The Re-Emergence of a Chess Opening

The Hippopotamus Rises: The Re-Emergence of a Chess Opening

The Hippopotamus Rises: The Re-Emergence of a Chess Opening

The hippopotamus, as every big game hunter knows, is a deceptively dangerous beast. And so, in the chess world, is the Hippopotamus Defense. To opponents unfamiliar with it, it looks awkward and unaggressive—until it crushes the life out of their favorite openings. Andrew Martin analyzes the basic moves and key variations of the Hippopotamus, showing with illustrative games how it confuses the average player yet is inherently sound enough for Grandmaster competition. In these days of huge databases and long forcing lines, the Hippopotamus stands out, offering everyone the chance to play chess in an original and interesting way.

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Walter Gibson's Big book of magic for all ages

Walter Gibson's Big book of magic for all ages

Walter Gibson's Big book of magic for all ages
Illustrates simple tricks that can be performed with string, handkerchiefs, money, cards, and other household objects

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01 March, 2020

Playing Smart: On Games, Intelligence, and Artificial Intelligence (Playful Thinking)

Playing Smart: On Games, Intelligence, and Artificial Intelligence (Playful Thinking)

Playing Smart: On Games, Intelligence, and Artificial Intelligence (Playful Thinking)
“In his own cheeky and irreverent way, Togelius guides readers through the bizarre and often eclectic world of AI research in video games: what we're doing, why we do it, and the weird insights we have in the shower along the way. Part biography, part AI textbookPlaying Smart provides invaluable insight for students, hobbyists, and anyone interested in artificial intelligence. From AI that plays StarCraft to AI that builds Super Mario levels, sometimes science is stranger―and more fun―than fiction.”

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Electric Worlds in the Classroom Teaching And Learning With Role-based Computer Games

Electric Worlds in the Classroom

Teaching And Learning With Role-based Computer Games

Electric Worlds in the Classroom: Teaching And Learning With Role-based Computer GamesAuthorRichard T. Beckwith
Isbn9780807746769
File size2.0MB
Year2006
Pages182
LanguageEnglish
File formatPDF
CategoryGames

Book Description:

We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help teachers (grades 6?12) do exactly that. The authors provide a diverse collection of lively and engaging virtual spaces where students engage in role-based learning. The context might be a gigantic imaginary plant cell, where students learn the role of a biologist, or it might be a shallow valley where they learn to act like a geologist. Students learn to conduct experiments, analyze results, draw conclusions, and ultimately, write their own story as they experienced it. This book features: a nontechnical presentation that will assist all educators who want to use technology to improve student learning; and a large collection of goal-oriented, multi-user games to teach various concepts in geology, biology, computer science, microeconomics, and archaeology.

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