The Sims Online

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Publisher : Prima Games
ISBN 13 : 9780761540021
Total Pages : 258 pages
Book Rating : 4.5/5 (4 download)

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Book Synopsis The Sims Online by : Greg Kramer

Download or read book The Sims Online written by Greg Kramer and published by Prima Games. This book was released on 2002 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tap Into Your Simagination! - Tips for getting started: create a Sim, choose a city, build a property, and determine a career - Strategies to develop your character's skills, earn money, and create your dream life - How to make and maintain valuable relationships - Covers of every new object - Primers on Motives, Skills, and using your creativity - How to run a successful business - Quick-reference information for over 60 interactions

The Sims: The Complete Guide

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Publisher : Lulu.com
ISBN 13 : 0557847397
Total Pages : 200 pages
Book Rating : 4.5/5 (578 download)

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Book Synopsis The Sims: The Complete Guide by : Eric Boland

Download or read book The Sims: The Complete Guide written by Eric Boland and published by Lulu.com. This book was released on with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Online Consumer Psychology

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Author :
Publisher : Psychology Press
ISBN 13 : 1135608113
Total Pages : 567 pages
Book Rating : 4.1/5 (356 download)

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Book Synopsis Online Consumer Psychology by : Curtis P. Haugtvedt

Download or read book Online Consumer Psychology written by Curtis P. Haugtvedt and published by Psychology Press. This book was released on 2005-03-23 with total page 567 pages. Available in PDF, EPUB and Kindle. Book excerpt: Addresses many of the issues created by the Internet and goes beyond the topic of advertising and the web to include topics such as customization, site design, word of mouth processes, and the study of consumer decision making while online.

Digital Soup Online

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Publisher : Lulu.com
ISBN 13 : 1411675746
Total Pages : 161 pages
Book Rating : 4.4/5 (116 download)

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Book Synopsis Digital Soup Online by : Susan Wilson

Download or read book Digital Soup Online written by Susan Wilson and published by Lulu.com. This book was released on 2006-02 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: In celebration of the uniqueness of the individual, Digital Soup Online is a collaboration of authors sharing their stories of the online world. It is a collection of works written by those primarily from the community known as Utopia Skye. Utopia Skye was founded in 2002 to become the meeting place for friends online who played various games and moved about life on their journeys. Today Utopia Skye remains the central hub for these people to share their stories, memories, friendships and love. Digital Soup Online is a celebration of life both on the Internet and offline in the real world. This work of art is dedicated to the memory of Jessie Smith, who for most people of Utopia Skye was an angel of love. It is in her memory that a portion of all proceeds from this book will be donated to the Lymphoma Research Foundation.

Online Worlds: Convergence of the Real and the Virtual

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Publisher : Springer Science & Business Media
ISBN 13 : 184882825X
Total Pages : 318 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Online Worlds: Convergence of the Real and the Virtual by : William Sims Bainbridge

Download or read book Online Worlds: Convergence of the Real and the Virtual written by William Sims Bainbridge and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Online Multiplayer Games

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Author :
Publisher : Springer Nature
ISBN 13 : 3031022688
Total Pages : 105 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Online Multiplayer Games by : William Sims Bainbridge

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Springer Nature. This book was released on 2022-05-31 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Online Gaming in Context

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Author :
Publisher : Routledge
ISBN 13 : 1135275041
Total Pages : 334 pages
Book Rating : 4.1/5 (352 download)

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Book Synopsis Online Gaming in Context by : Garry Crawford

Download or read book Online Gaming in Context written by Garry Crawford and published by Routledge. This book was released on 2013-03-01 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

The Place of Play

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Publisher : Amsterdam University Press
ISBN 13 : 9089640800
Total Pages : 160 pages
Book Rating : 4.0/5 (896 download)

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Book Synopsis The Place of Play by : Maaike Lauwaert

Download or read book The Place of Play written by Maaike Lauwaert and published by Amsterdam University Press. This book was released on 2009 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating, eclectic analysis of the changing geographies of play in contemporary society.

The SAGE Encyclopedia of Out-of-School Learning

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Publisher : SAGE Publications
ISBN 13 : 1483385205
Total Pages : 992 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis The SAGE Encyclopedia of Out-of-School Learning by : Kylie Peppler

Download or read book The SAGE Encyclopedia of Out-of-School Learning written by Kylie Peppler and published by SAGE Publications. This book was released on 2017-04-11 with total page 992 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.

Conducting Qualitative Research of Learning in Online Spaces

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Publisher : SAGE Publications
ISBN 13 : 1483333833
Total Pages : 233 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis Conducting Qualitative Research of Learning in Online Spaces by : Hannah R. Gerber

Download or read book Conducting Qualitative Research of Learning in Online Spaces written by Hannah R. Gerber and published by SAGE Publications. This book was released on 2016-03-17 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. Authors Hannah R. Gerber, Sandra Schamroth Abrams, Jen Scott Curwood, and Alecia Marie Magnifico focus on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.

Playing Video Games

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Publisher : Routledge
ISBN 13 : 1135257477
Total Pages : 605 pages
Book Rating : 4.1/5 (352 download)

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Book Synopsis Playing Video Games by : Peter Vorderer

Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Developing Online Games

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Publisher : New Riders
ISBN 13 : 9781592730001
Total Pages : 532 pages
Book Rating : 4.7/5 (3 download)

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Book Synopsis Developing Online Games by : Jessica Mulligan

Download or read book Developing Online Games written by Jessica Mulligan and published by New Riders. This book was released on 2003 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Avatars at Work and Play

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9781402038839
Total Pages : 306 pages
Book Rating : 4.0/5 (388 download)

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Book Synopsis Avatars at Work and Play by : Ralph Schroeder

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-02-06 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Exploring Religious Community Online

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Author :
Publisher : Peter Lang
ISBN 13 : 9780820471051
Total Pages : 240 pages
Book Rating : 4.4/5 (71 download)

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Book Synopsis Exploring Religious Community Online by : Heidi Campbell

Download or read book Exploring Religious Community Online written by Heidi Campbell and published by Peter Lang. This book was released on 2005 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring Religious Community Online is the first comprehensive study of the development and implications of online communities for religious groups. This book investigates religious community online by examining how Christian communities have adopted internet technologies, and looks at how these online practices pose new challenges to offline religious community and culture.

Online Communities and Social Computing

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Publisher : Springer Science & Business Media
ISBN 13 : 3642217958
Total Pages : 399 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis Online Communities and Social Computing by : A. Ant Ozok

Download or read book Online Communities and Social Computing written by A. Ant Ozok and published by Springer Science & Business Media. This book was released on 2011-06-24 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Online Communities and Social Computing, OCSC 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011 with 10 other thematically similar conferences. The 77 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of online communities and social computing, addressing the following major topics: on-line communities and intelligent agents in education and research; blogs, Wikis and Twitters; social computing in business and the enterprise; social computing in everyday life; information management in social computing.

Teaching and Learning Online

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Author :
Publisher : IAP
ISBN 13 :
Total Pages : 446 pages
Book Rating : 4.8/5 (873 download)

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Book Synopsis Teaching and Learning Online by : Franklin S. Allaire

Download or read book Teaching and Learning Online written by Franklin S. Allaire and published by IAP. This book was released on 2023-01-01 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Science is unique among the disciplines since it is inherently hands-on. However, the hands-on nature of science instruction also makes it uniquely challenging when teaching in virtual environments. How do we, as science teachers, deliver high-quality experiences to secondary students in an online environment that leads to age/grade-level appropriate science content knowledge and literacy, but also collaborative experiences in the inquiry process and the nature of science? The expansion of online environments for education poses logistical and pedagogical challenges for early childhood and elementary science teachers and early learners. Despite digital media becoming more available and ubiquitous and increases in online spaces for teaching and learning (Killham et al., 2014; Wong et al., 2018), PreK-12 teachers consistently report feeling underprepared or overwhelmed by online learning environments (Molnar et al., 2021; Seaman et al., 2018). This is coupled with persistent challenges related to elementary teachers’ lack of confidence and low science teaching self-efficacy (Brigido, Borrachero, Bermejo, & Mellado, 2013; Gunning & Mensah, 2011). Teaching and Learning Online: Science for Secondary Grade Levels comprises three distinct sections: Frameworks, Teacher’s Journeys, and Lesson Plans. Each section explores the current trends and the unique challenges facing secondary teachers and students when teaching and learning science in online environments. All three sections include alignment with Next Generation Science Standards, tips and advice from the authors, online resources, and discussion questions to foster individual reflection as well as small group/classwide discussion. Teacher’s Journeys and Lesson Plan sections use the 5E model (Bybee et al., 2006; Duran & Duran, 2004). Ideal for undergraduate teacher candidates, graduate students, teacher educators, classroom teachers, parents, and administrators, this book addresses why and how teachers use online environments to teach science content and work with elementary students through a research-based foundation.

Virtual Lives

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 224 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Virtual Lives by : James D. Ivory Ph.D.

Download or read book Virtual Lives written by James D. Ivory Ph.D. and published by Bloomsbury Publishing USA. This book was released on 2012-01-06 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.