Gaming Technology

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Author :
Publisher : Evans Brothers
ISBN 13 : 0237540762
Total Pages : 50 pages
Book Rating : 4.2/5 (375 download)

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Book Synopsis Gaming Technology by : Chris Oxlade

Download or read book Gaming Technology written by Chris Oxlade and published by Evans Brothers. This book was released on 2010-05 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Describes the technology used for creating and playing video games. Includes information on how different platforms work and the direction video game technology may be going" -- Provided by publisher.

Gaming Technology: Streaming, VR, and More

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Author :
Publisher : Gareth Stevens Publishing LLLP
ISBN 13 : 1538226383
Total Pages : 34 pages
Book Rating : 4.5/5 (382 download)

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Book Synopsis Gaming Technology: Streaming, VR, and More by : John Wood

Download or read book Gaming Technology: Streaming, VR, and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Emerging Technologies and Applications for Cloud-Based Gaming

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Author :
Publisher : IGI Global
ISBN 13 : 1522505474
Total Pages : 314 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Emerging Technologies and Applications for Cloud-Based Gaming by : Krishna, P. Venkata

Download or read book Emerging Technologies and Applications for Cloud-Based Gaming written by Krishna, P. Venkata and published by IGI Global. This book was released on 2016-07-13 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Intersectional Tech

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Author :
Publisher : LSU Press
ISBN 13 : 9780807174555
Total Pages : 0 pages
Book Rating : 4.1/5 (745 download)

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Book Synopsis Intersectional Tech by : Kishonna L. Gray

Download or read book Intersectional Tech written by Kishonna L. Gray and published by LSU Press. This book was released on 2020-09-02 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Intersectional Tech: Black Users in Digital Gaming, Kishonna L. Gray interrogates blackness in gaming at the intersections of race, gender, sexuality, and (dis)ability. Situating her argument within the context of the concurrent, seemingly unrelated events of Gamergate and the Black Lives Matter movement, Gray highlights the inescapable chains that bind marginalized populations to stereotypical frames and limited narratives in video games. Intersectional Tech explores the ways that the multiple identities of black gamers—some obvious within the context of games, some more easily concealed—affect their experiences of gaming. The normalization of whiteness and masculinity in digital culture inevitably leads to isolation, exclusion, and punishment of marginalized people. Yet, Gray argues, we must also examine the individual struggles of prejudice, discrimination, and microaggressions within larger institutional practices that sustain the oppression. These “new” racisms and a complementary colorblind ideology are a kind of digital Jim Crow, a new mode of the same strategies of oppression that have targeted black communities throughout American history. Drawing on extensive interviews that engage critically with identity development and justice issues in gaming, Gray explores the capacity for gaming culture to foster critical consciousness, aid in participatory democracy, and effect social change. Intersectional Tech is rooted in concrete situations of marginalized members within gaming culture. It reveals that despite the truths articulated by those who expose the sexism, racism, misogyny, and homophobia that are commonplace within gaming communities, hegemonic narratives continue to be privileged. This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.

GameTek

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Author :
Publisher : HarperCollins
ISBN 13 : 1460711122
Total Pages : 193 pages
Book Rating : 4.4/5 (67 download)

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Book Synopsis GameTek by : Geoffrey Engelstein

Download or read book GameTek written by Geoffrey Engelstein and published by HarperCollins. This book was released on 2019-02-01 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic

Future Gaming

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Publisher : MIT Press
ISBN 13 : 1906897557
Total Pages : 162 pages
Book Rating : 4.9/5 (68 download)

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Book Synopsis Future Gaming by : Paolo Ruffino

Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

The 12 Biggest Breakthroughs in Gaming Technology

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Author :
Publisher : 12-Story Library
ISBN 13 : 9781632355829
Total Pages : 32 pages
Book Rating : 4.3/5 (558 download)

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Book Synopsis The 12 Biggest Breakthroughs in Gaming Technology by : Jamie Kallio

Download or read book The 12 Biggest Breakthroughs in Gaming Technology written by Jamie Kallio and published by 12-Story Library. This book was released on 2019-01-15 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Takes a look at 12 of the biggest breakthroughs in gaming technology. From game consoles and controllers to virtual reality and mobile gaming, the book features historic photos, engaging sidebars, and covers the impact of each breakthrough.

Game Development and Simulation with Unreal Technology

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Author :
Publisher : CRC Press
ISBN 13 : 1498706258
Total Pages : 734 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis Game Development and Simulation with Unreal Technology by : Alireza Tavakkoli

Download or read book Game Development and Simulation with Unreal Technology written by Alireza Tavakkoli and published by CRC Press. This book was released on 2015-08-18 with total page 734 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to i

Gaming Sexism

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Author :
Publisher : NYU Press
ISBN 13 : 1479802204
Total Pages : 274 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Mobile Gaming in Asia

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Author :
Publisher : Springer
ISBN 13 : 9402408266
Total Pages : 247 pages
Book Rating : 4.4/5 (24 download)

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Book Synopsis Mobile Gaming in Asia by : Dal Yong Jin

Download or read book Mobile Gaming in Asia written by Dal Yong Jin and published by Springer. This book was released on 2016-07-29 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Education Technology and the Failure of American Schools

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Publisher : Rowman & Littlefield
ISBN 13 : 1475811136
Total Pages : 235 pages
Book Rating : 4.4/5 (758 download)

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Book Synopsis Education Technology and the Failure of American Schools by : Charles K. Stallard

Download or read book Education Technology and the Failure of American Schools written by Charles K. Stallard and published by Rowman & Littlefield. This book was released on 2014-12-31 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book looks at the progress of American education in the use of technology since the publication of Stallard and Cocker's last book, The Promise of Technology in Schools: The Next Twenty Years. Fifteen years after its publication, they find little significant difference in the way K-12 schools are using technology to improve student achievement. Education Technology and the Failure of American Schools offers a broad and penetrating look at the American educational system to determine why progress is so lacking. What is found is a system that has far outlived its functionality in terms of governance, organization, and professional practices. American schools are compared to those of nations whose students regularly outperform them on international tests of achievement. The authors offer a bold approach to educational reform that will irritate many who now consider themselves educational leaders. The final chapter makes offers a new approach to education in the primary grades, one that will surprise those lobbying for more computers for those early learning years. This is a must-read for anyone concerned about American education. The contributors of this book: Offer clear examples of what is missing in the average school experience Explain why teaching and school administration are not true professions Discuss levels of failure from the federal level to the local school administration Describe how the present system came into being Compare educational reform efforts with those in actual professions Explain the basic misapplication of technology in the present system

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1609601963
Total Pages : 2164 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Casino Journal

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Author :
Publisher :
ISBN 13 :
Total Pages : 732 pages
Book Rating : 4.E/5 ( download)

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Book Synopsis Casino Journal by :

Download or read book Casino Journal written by and published by . This book was released on 2007 with total page 732 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Effective Electronic Gaming in Education

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Author :
Publisher : IGI Global
ISBN 13 : 1599048116
Total Pages : 1762 pages
Book Rating : 4.5/5 (99 download)

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Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889668819
Total Pages : 117 pages
Book Rating : 4.8/5 (896 download)

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Book Synopsis Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives by : Mark J. Campbell

Download or read book Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives written by Mark J. Campbell and published by Frontiers Media SA. This book was released on 2021-06-16 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Warp Zone: The Future of Gaming

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Author :
Publisher : Carson-Dellosa Publishing
ISBN 13 : 1731650353
Total Pages : 32 pages
Book Rating : 4.7/5 (316 download)

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Book Synopsis Warp Zone: The Future of Gaming by : Kaitlyn Duling

Download or read book Warp Zone: The Future of Gaming written by Kaitlyn Duling and published by Carson-Dellosa Publishing. This book was released on 2021-08-11 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Warp Zone: The Future of Gaming, 3rd—8th graders discover the latest advancements in one of children's favorite past-times: gaming! Learn about new video game technology, virtual reality, eSports, and so much more! Paving The Way: Young readers learn about new gaming technology, augmented reality, adaptive gaming, and advancements in the eSports industry that will make gaming in the future even more exciting. Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about the future of gaming. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

Encyclopedia of Video Games: A-L

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Author :
Publisher :
ISBN 13 : 9781440878664
Total Pages : 0 pages
Book Rating : 4.8/5 (786 download)

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Book Synopsis Encyclopedia of Video Games: A-L by :

Download or read book Encyclopedia of Video Games: A-L written by and published by . This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.