Connected Gaming


Connected Gaming
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Connected Gaming


Connected Gaming
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Author : Yasmin B. Kafai
language : en
Publisher: MIT Press
Release Date : 2024-03-19

Connected Gaming written by Yasmin B. Kafai and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-19 with Education categories.


How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.



Connected Realms


Connected Realms
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Author : Henry Hanley
language : en
Publisher: Independently Published
Release Date : 2023-09-19

Connected Realms written by Henry Hanley and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-09-19 with categories.


Prepare to embark on an electrifying journey into the heart of multiplayer video games with "Connected Realms." This captivating book is your ticket to a universe where pixels and passion collide, where battles are waged and legends are born. Inside these pages, you'll uncover the exhilarating world of seamless cross-platform play, where gamers from all corners of the globe unite in epic adventures. You'll dive deep into the ethical dilemmas that shape virtual communities, shedding light on the evolving gaming landscape. But that's not all! "Connected Realms" doesn't just explore the present; it paints a vivid picture of the future. Imagine a gaming world where AI-driven realms challenge your every move, where augmented reality blurs the line between the virtual and real, and where blockchain technology transforms in-game assets into valuable treasures. Whether you're a seasoned gamer or a curious newcomer, this book is your portal to understanding the intricate tapestry of multiplayer gaming. It's an odyssey that will leave you exhilarated, enlightened and eager to dive into the interconnected realms of multiplayer video games. So, gear up, power on, and get ready to explore the boundless landscapes of multiplayer gaming like never before. "Connected Realms" is your ultimate guide to unlocking the mysteries, forging alliances, and embarking on epic quests in the world's most thrilling digital adventures. Don't just play the game-immerse yourself in it with "Connected Realms!"



Digital Games Revised Edition


Digital Games Revised Edition
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Author : Ananda Mitra
language : en
Publisher: Infobase Holdings, Inc
Release Date : 2020-03-01

Digital Games Revised Edition written by Ananda Mitra and has been published by Infobase Holdings, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-03-01 with Science categories.


In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.



Families At Play


Families At Play
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Author : Sinem Siyahhan
language : en
Publisher: MIT Press
Release Date : 2024-07-02

Families At Play written by Sinem Siyahhan and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-07-02 with Education categories.


How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.



Making Connect 4 Browser Games


Making Connect 4 Browser Games
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Author : Stephen Gose
language : en
Publisher:
Release Date : 2017-09

Making Connect 4 Browser Games written by Stephen Gose and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09 with categories.


This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Connect-4+ game (with "tile-matching") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.



Teaching In The Game Based Classroom


Teaching In The Game Based Classroom
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Author : David Seelow
language : en
Publisher: CRC Press
Release Date : 2021-07-12

Teaching In The Game Based Classroom written by David Seelow and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-12 with Education categories.


Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.



Networking And Online Games


Networking And Online Games
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Author : Grenville Armitage
language : en
Publisher: John Wiley & Sons
Release Date : 2006-08-04

Networking And Online Games written by Grenville Armitage and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-08-04 with Technology & Engineering categories.


The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.



We The Gamers


We The Gamers
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Author : Karen Schrier
language : en
Publisher: Oxford University Press
Release Date : 2021

We The Gamers written by Karen Schrier and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Education categories.


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.



All About Online Gaming


All About Online Gaming
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Author : Jill Sherman
language : en
Publisher: North Star Editions, Inc.
Release Date : 2017-01-01

All About Online Gaming written by Jill Sherman and has been published by North Star Editions, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-01 with Juvenile Nonfiction categories.


Explores the fascinating world of online gaming. With colorful spreads featuring fun facts, sidebars, and a "How It Works" feature, the book provides an inspiring look at this exciting technology.



The Ecology Of Games


The Ecology Of Games
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Author : Katie Salen Tekinbas
language : en
Publisher: MIT Press
Release Date : 2007-11-30

The Ecology Of Games written by Katie Salen Tekinbas and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-11-30 with Games & Activities categories.


An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins