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Game Over: How Nintendo Conquered the World

by David Sheff

More American children recognize Super Mario, the hero of one of Nintendo's video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion--a tale of innovation and cutthroat tactics.

Game Over: Press Start To Continue

by David Sheff

The history of Nintendo. How did a Japanese company that once manufactured playing cards end up capturing nearly all of America's multi-billion dollar video-game industry in the early '90s? What is it about games that feature an obstinate ape ("Donkey Kong") and an intrepid plumber ("Super Mario Bros. ") that make them so addictive to consumers of all ages? And was it inventive genius or business hardball that enabled Nintendo to gross more after taxes in 1992 than Apple, IBM, Microsoft or all the major U. S. film studios combined?

Game On! 2020 (Game On! Ser.)

by Scholastic

Learn all about the hottest games coming in 2020, how they were developed, and how to beat them in Scholastic's annual gaming guide!Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hot new ones coming in 2020!Game On! 2020 is the most comprehensive guide to all the best games, tech, and streamers, featuring some of the year's greatest gaming moments and exclusive interviews with Twitch stars, YouTube legends, and game developers.This complete guide is packed with top gaming secrets, stats, tips, and tricks for all your favorite games. All games featured in Game On! 2020 are rated T for Teen or younger, keeping it appropriate for young gamers.

Game On! 2017: All The Best Games: Awesome Facts and Coolest Secrets

by Scholastic Imagine Publishing Staff

Game On! 2017 is the second edition of this hot new annual! Features information and statistics about all of the most popular games, tips and tricks for gamers, and interviews from gaming's biggest personalities--including game developers and pro gamers! With the help of Imagine Publishing, learn how to dominate the biggest online multiplayer games and unlock the rarest trophies and achievements in different game worlds.

Game On! (Step into Reading)

by Susan Amerikaner

Disney's Wreck-It Ralph is a computer-animated feature film about a video game villain who wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, he discovers that being the hero isn't as easy as it looks. Soon the entire video game world is at stake, and if Ralph doesn't play to win, it could mean "Game Over" for every game in the arcade! This Step 2 reader based on the film is perfect for kids ages 4-6.

Game On!: Gamification, Gameful Design, and the Rise of the Gamer Educator (Tech.edu: A Hopkins Series on Education and Technology)

by Kevin Bell

Helping teachers take advantage of game design principles and intrinsic motivators to build more effective courses.The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.

Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More

by Dustin Hansen

Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. <P><P>Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). <P><P>Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!

Game On

by Jon Radoff

A never-before published look at the many possibilities of social game developmentAs one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making toolsDrills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experienceReviews what works and what doesn?t using a range of real-world scenarios as examplesAuthor Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology.Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

Game of X v.2: The Long Road to Xbox

by Rusel DeMaria

Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.

Game of X v.1: Xbox (Game Of X Ser.)

by Rusel DeMaria

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft’s unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Game of War FireAge La Guía de Juego No Oficial

by Dahlia Deyanira Romero Castillo Joshua Abbott

Con esta guía aprenderás exactamente lo que necesitas para convertirte en un jugador experto, vence a tus oponentes, y obtén monedas ¡ilimitadas! Esta es la guía completa con todo lo que necesitas saber sobre el juego. - Descripción e información básica. - Consejos y estrategias profesionales. - Instrucciones detalladas y fácil de seguir. - ¿Secretos, consejos, trampas, contenido exclusivo y trucos utilizados por jugadores expertos! - ¡Y MUCHO MÁS! ¡Compra ahora y destruye a tus enemigos! ¡Sé un Experto HOY! Aviso legal: Este libro no está asociado, afiliado, avalado o patrocinado por Machine Zone, Inc., ni ha sido revisado, acreditado o certificado por la misma. Esta guía es para ser usada como referencia. Esta, de ninguna manera, modifica o altera el juego. Esta es una guía escrita y no un programa informático.

The Game of Lives (The Mortality Doctrine #3)

by James Dashner

From James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes The Game of Lives, the final book in the Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Eye of Minds and The Rule of Thoughts. Michael used to live to game, but the games he was playing have become all too real. Only weeks ago, sinking into the Sleep was fun. The VirtNet combined the most cutting-edge technology and the most sophisticated gaming for a full mind-body experience. And it was Michael's passion. But now every time Michael sinks, he risks his life. The games are over. The VirtNet has become a world of deadly consequences, and Kaine grows stronger by the day. The Mortality Doctrine--Kaine's master plan--has nearly been realized, and little by little the line separating the virtual from the real is blurring. If Kaine succeeds, it will mean worldwide cyber domination. And it looks like Michael and his friends are the only ones who can put the monster back in the box--if Michael can figure out who his friends really are. And look for The Maze Runner movie and its sequel, Maze Runner:The Scorch Trials, from Twentieth Century Fox! Praise for the Mortality Doctrine Series: "An exhilarating adventure story with touches of Anthony Horowitz's Alex Rider books and Orson Scott Card's Ender's Game."--Booklist"A breathless, action-packed read that will have readers on the edges of their seats...Dashner has stuck the landing."--Kirkus Reviews"An adrenaline rush."--School Library Journal"A gripping page-turner, Dashner's latest is sure to please."--BookPage"Full of action [and] a rather surprising twist that will leave you flipping pages." --FanBoyNation.comFrom the Hardcover edition.

The Game Narrative Toolbox (Focal Press Game Design Workshops)

by Tobias Heussner Toiya Kristen Finley Jennifer Brandes Hepler Ann Lemay

Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.

The Game Narrative Toolbox (Focal Press Game Design Workshops)

by Tobias Heussner Jennifer Brandes Hepler Toiya Kristen Finley Ann Lemay

Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.

The Game Music Toolbox: Composition Techniques and Production Tools from 20 Iconic Game Soundtracks

by Marios Aristopoulos

The Game Music Toolbox provides readers with the tools, models, and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

The Game Master: Summer Schooled

by Rebecca Zamolo Matt Slays

From Matt and Rebecca Zamolo, creators of the mega-popular YouTube series Game Master Network, comes a new thrilling novel about everyone’s favorite mystery-solving team as they go toe-to-toe with the mysterious and menacing Game Master. <P><P>Rebecca Zamolo is on a mission to save her summer. Instead of going to camp like she’d planned, she’s been stuck in summer school. But today is the day! She’s going to present her final science assignment—using her Nana’s borrowed vintage zoetrope—and then she’ll be free to have fun. <P><P>But as Becca and her classmates wait for her teacher to arrive, a menacing voice comes over the intercom claiming to be the Game Master! The kids quickly discover that the Game Master has locked the doors, scared off the teachers, and made it clear that if Becca and her friends don’t solve the clues that have been left behind, they’ll never get back Becca’s irreplaceable zoetrope, never finish summer school, and never get to enjoy what’s left of their summer vacations. <P><P> Becca doesn’t know who is behind this, but she won’t let the Game Master win. But will she and her classmates be able to work together to solve the puzzles and escape their school before time runs out? Join YouTube’s favorite mystery solving team as they go toe-to-toe with the Game Master in the first book of this action-packed series from beloved YouTube creators Rebecca Zamolo and Matt Yoakum aka MattySlays, stars of the hugely popular Game Master Network. <P><P>Fans of StacyPlays’s Wild Rescuers series and Pat & Jen’s PopularMMOs Presents graphic novels will love this thrilling and engaging YouTube-inspired adventure. <P><P><b>A New York Times Bestseller</b>

Game Master: Mansion Mystery

by Rebecca Zamolo Matt Slays

New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho.But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day.Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network.Read the book and unlock special clues that will open exclusive content online!

The Game Maker's Companion

by Jacob Habgood Nana Nielsen Martin Rijks Kevin Crossley

The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker then you really must own this book as well. What you'll learn * Learn the fundamentals of how to create platform games with nature's first platform game character: Fishpod. * Discover how to recreate the classic 90's platform game Zool (Ninja of the Nth Dimension) entirely using drag-and-drop programming. * Learn how to extend and improve upon the drag-and-drop functionality of Game Maker using GML scripts. * Follow the design of the atmospheric platform-adventure game OC Shadows on Deck from original concept to a completed vertical slice of gameplay. * See how professional designers create engaging storylines with believable characters. * Learn how to modify the Shadows on Deck artwork to include in your own games. * Experience a practical journey into game development which has been unparalleled since The Game Maker's Apprentice. * Gain access to professional game resources from Shadows on Deck which you are free to use in your own Game Maker games. Who this book is for This book is for Game Maker's Apprentice readers, along with other game developers in general. Table of Contents * Greetings, Game Maker * Platform Beginnings: An Idea with Legs * Zool: Taking It to the Nth Dimension * Empowerment: Sliding Ninjas * Krool's Forces: Sweetening the Challenge * Fighting Talk: The Empower Strikes Back * Game Design: OC Shadows on Deck * Storytelling in Theory * Storytelling Applied * Of Mice and Pen: Pirate Art * GML: From Ninja to Pirate * Rogues' Rendezvous: Vertically Sliced * The Story Begins * Feature Reference * Rogues' Rendezvous: Dialogue"

The Game Maker's Apprentice: Game Development For Beginners

by Jacob Habgood Mark Overmars

The Game Makers Apprentice: Game Design For Beginners is a work on computers/software.

Game Magic: A Designer's Guide to Magic Systems in Theory and Practice

by Jeff Howard

Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi

Game Jams – History, Technology, and Organisation

by Allan Fowler Foaad Khosmood

This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

The Game Jam Survival Guide

by Christer Kaitila

The Game Jam Survival Guide is an insider view of game jams packed full of expert advice; leading with tips and tricks on how to build a great game with just 48 hours; but clearly defining what should be avoided at all costs during Game Jam mayhem. The reader is led through each half-day phase; from the beginning of your quest in hours 1-12 to breaking through "the wall" on day two and finally reaching the finishing line in hours 37-48. Although the book is intended for beginners and experts alike, the reader will already know how to program (in any language). He or she will love games and want to learn how to best make their own game in a wild and crazy 48-hour period.

Game Invaders: The Theory and Understanding of Computer Games

by Clive Fencott Jo Clay Mike Lockyer Paul Massey

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.

Game Hacking: Developing Autonomous Bots for Online Games

by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:–Scan and modify memory with Cheat Engine–Explore program structure and execution flow with OllyDbg–Log processes and pinpoint useful data files with Process Monitor–Manipulate control flow through NOPing, hooking, and more–Locate and dissect common game memory structuresYou’ll even discover the secrets behind common game bots, including:–Extrasensory perception hacks, such as wallhacks and heads-up displays–Responsive hacks, such as autohealers and combo bots–Bots with artificial intelligence, such as cave walkers and automatic lootersGame hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Game Feel: A Game Designer's Guide to Virtual Sensation

by Steve Swink

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

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