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Multiplayer [Pdf/ePub] eBook ISBN-10:
Publisher: Routledge
File Size: 677 KB
File Format: Pdf
Read Count: 7622177


Multiplayer by Book Resume:

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

New Perspectives on the Social Aspects of Digital Gaming

New Perspectives on the Social Aspects of Digital Gaming [Pdf/ePub] eBook ISBN-10:
Author: Rachel Kowert,Thorsten Quandt
Publisher: Taylor & Francis
File Size: 1558 KB
File Format: Pdf
Read Count: 2516013


New Perspectives on the Social Aspects of Digital Gaming by Rachel Kowert,Thorsten Quandt Book Resume:

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Networking and Online Games

Networking and Online Games [Pdf/ePub] eBook ISBN-10:
Author: Grenville Armitage,Mark Claypool,Philip Branch
Publisher: John Wiley & Sons
File Size: 1566 KB
File Format: Pdf
Read Count: 6172223


Networking and Online Games by Grenville Armitage,Mark Claypool,Philip Branch Book Resume:

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.

ActionScript for Multiplayer Games and Virtual Worlds

ActionScript for Multiplayer Games and Virtual Worlds [Pdf/ePub] eBook ISBN-10:
Author: Jobe Makar
Publisher: New Riders
File Size: 1376 KB
File Format: Pdf
Read Count: 1652481


ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar Book Resume:

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn’t as difficult as you might think, and it is fun and highly rewarding! ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn: How to connect users to achieve real-time interaction When to make decisions on the server versus the game client Time synchronization techniques How to use dead reckoning smoothing to hide network latency About tile-based games the isometric view Techniques for customizing and rendering avatars in a virtual world In addition, you’ll learn everything that goes into building: A real-time multiplayer tank battle game A real-time multilayer cooperative game A virtual world

Massively Multiplayer Online Role-Playing Games

Massively Multiplayer Online Role-Playing Games [Pdf/ePub] eBook ISBN-10:
Author: R.V. Kelly 2
Publisher: McFarland
File Size: 1771 KB
File Format: Pdf
Read Count: 2819395


Massively Multiplayer Online Role-Playing Games by R.V. Kelly 2 Book Resume:

This book is about the fastest growing form of electronic game in the world—the Massively Multiplayer Online Role Playing Game (MMORPG). The evolution of these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, is described here. This work also delves into the psychology of the people who inhabit the game universe and explores the development of the unique cultures, economies, moral codes, and slang in these virtual communities. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.

The Multiplayer Classroom

The Multiplayer Classroom [Pdf/ePub] eBook ISBN-10:
Author: Lee Sheldon
Publisher: CRC Press
File Size: 1476 KB
File Format: Pdf
Read Count: 7326016


The Multiplayer Classroom by Lee Sheldon Book Resume:

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Multiplayer Game Programming

Multiplayer Game Programming [Pdf/ePub] eBook ISBN-10:
Author: Josh Glazer,Sanjay Madhav
Publisher: Addison-Wesley Professional
File Size: 1586 KB
File Format: Pdf
Read Count: 7368671


Multiplayer Game Programming by Josh Glazer,Sanjay Madhav Book Resume:

The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at . Instructors will also find a full set of PowerPoint slides and a sample syllabus.

Multiplayer Online Games

Multiplayer Online Games [Pdf/ePub] eBook ISBN-10:
Author: Guo Freeman
Publisher: CRC Press
File Size: 932 KB
File Format: Pdf
Read Count: 2839025


Multiplayer Online Games by Guo Freeman Book Resume:

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.

Online Multiplayer Games

Online Multiplayer Games [Pdf/ePub] eBook ISBN-10:
Author: William Sims Bainbridge
Publisher: Springer Nature
File Size: 1820 KB
File Format: Pdf
Read Count: 3062495


Online Multiplayer Games by William Sims Bainbridge Book Resume:

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

Massively Multiplayer Games For Dummies

Massively Multiplayer Games For Dummies [Pdf/ePub] eBook ISBN-10:
Author: Scott Jennings
Publisher: John Wiley & Sons
File Size: 1143 KB
File Format: Pdf
Read Count: 4284556


Massively Multiplayer Games For Dummies by Scott Jennings Book Resume:

Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players

Multiplayer Game Development with HTML5

Multiplayer Game Development with HTML5 [Pdf/ePub] eBook ISBN-10:
Author: Rodrigo Silveira
Publisher: Packt Publishing Ltd
File Size: 1523 KB
File Format: Pdf
Read Count: 445236


Multiplayer Game Development with HTML5 by Rodrigo Silveira Book Resume:

If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.

Unity Multiplayer Games

Unity Multiplayer Games [Pdf/ePub] eBook ISBN-10:
Author: Alan R. Stagner
Publisher: Packt Publishing Ltd
File Size: 1692 KB
File Format: Pdf
Read Count: 6340346


Unity Multiplayer Games by Alan R. Stagner Book Resume:

An easy-to-follow, tutorial manner that uses the learning-by-example approach. If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

Multiplayer Gaming and Engine Coding for the Torque Game Engine

Multiplayer Gaming and Engine Coding for the Torque Game Engine [Pdf/ePub] eBook ISBN-10:
Author: Edward F. Maurina
Publisher: CRC Press
File Size: 606 KB
File Format: Pdf
Read Count: 6043806


Multiplayer Gaming and Engine Coding for the Torque Game Engine by Edward F. Maurina Book Resume:

Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine source code itself. After reading this book and completing the exercises on the accompanying CD, game programmers will be well prepared to make their own complex, exciting games using the Torque Game Engine.

The Ultimate Unofficial Encyclopedia for Minecrafters: Multiplayer Mode

The Ultimate Unofficial Encyclopedia for Minecrafters: Multiplayer Mode [Pdf/ePub] eBook ISBN-10:
Author: Cara J. Stevens
Publisher: Simon and Schuster
File Size: 1132 KB
File Format: Pdf
Read Count: 7577409


The Ultimate Unofficial Encyclopedia for Minecrafters: Multiplayer Mode by Cara J. Stevens Book Resume:

In Minecraft’s infinite, expandable, interactive playground, players are free to create—or destroy—anything in the universe. But interactive play opens an entirely new way for players to experience the world of Minecraft, and this is the first gamer’s guide to tackle all the possibilities of Minecraft’s open platform, multiplayer world. Learn everything you need to know about this whole new way of experiencing the amazing and ever-expanding world of Minecraft, including: How and where to play safely online Three ways to play: LAN, server, and realms Parkour, roleplay, and mini-games Playing in Creative and Survival modes Finding and making the most of mods And server plugins for advanced players! With hundreds of screenshots for easy visual reference and definitions of every term that might trip a player up, this exciting book covers the A to Z of collaborating with Minecraft’s millions of players, from everywhere in the world!

Flash Multiplayer Virtual Worlds

Flash Multiplayer Virtual Worlds [Pdf/ePub] eBook ISBN-10:
Author: Makzan
Publisher: Packt Publishing Ltd
File Size: 643 KB
File Format: Pdf
Read Count: 9219126


Flash Multiplayer Virtual Worlds by Makzan Book Resume:

Build immersive, full-featured interactive worlds for games, online communities, and more.


Author: Kelvin Trinh
Publisher: Kelvin Trinh
File Size: 1008 KB
File Format: Pdf
Read Count: 2545846



Blockchain is an amazing technology. Technology of the future. And representing Blockchain technology in financial payment is Bitcoin and other Alt Coins. Five years ago Bitcoin went to $20,000 and then dropped to $3,000, making everyone panic. April 2021 Bitcoin once again surpassed $20,000 and reached the $64,000 mark, making the financial world almost explode in terms of the return that investing in it brings. Not to mention other Alt Coins also grew amazingly. Cardano is a coin with such an impressive growth rate. I know that you bought and read this book because you love Cardano and want to invest in it. Me too. Must love, must be passionate about something, then we can live with it. However, between love, like, buy, hold and profitable investment analysis is a completely different matter. Are you passionate about blockchain technology, Cardano of course, but it would be great if you knew how to learn, own and profit from this passion, right? To do that, you must understand technical analysis and master the psychology of investing in any financial product. Unfortunately, gaining knowledge and experience in this field is an arduous process and takes a lot of time and effort. I've been there and gone through this, so I sympathize with you and did my best to compile this book. I have kept this book as simple as possible. Distilled in it many years of observation and experimentation in the market to come up with a trading plan that I believe will help you shorten the arduous road ahead. It will be a long road, but then you'll find yourself a whole new person. A person who confidently goes with the technology of the times. Good luck.

Virtual Social Networks

Virtual Social Networks [Pdf/ePub] eBook ISBN-10:
Author: N. Panteli
Publisher: Springer
File Size: 704 KB
File Format: Pdf
Read Count: 9749731


Virtual Social Networks by N. Panteli Book Resume:

As technology changes, so too have its applications and our uses and experiences with them have changed as well. The emergence of new technologies offer opportunities for new ways of interacting, playing, working and learning. It is within the context of simultaneous excitement and anxiety that we discuss Virtual Social Networks.

Communities of Play

Communities of Play [Pdf/ePub] eBook ISBN-10:
Author: Celia Pearce
Publisher: MIT Press
File Size: 1783 KB
File Format: Pdf
Read Count: 9721899


Communities of Play by Celia Pearce Book Resume:

The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Making Multiplayer Online Games

Making Multiplayer Online Games [Pdf/ePub] eBook ISBN-10:
Author: Stephen Gose
Publisher: Scribl
File Size: 1555 KB
File Format: Pdf
Read Count: 1189110


Making Multiplayer Online Games by Stephen Gose Book Resume:

This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

Unity from Zero to Proficiency (Advanced)

Unity from Zero to Proficiency (Advanced) [Pdf/ePub] eBook ISBN-10:
Author: Patrick Felicia
Publisher: Patrick Felicia
File Size: 361 KB
File Format: Pdf
Read Count: 7815578


Unity from Zero to Proficiency (Advanced) by Patrick Felicia Book Resume:

Newly Edited and Updated Version (Third Edition) for Unity 2019 Create multiplayer games and procedural levels and boost game performances without the headaches Without this book, most people spend too long trying to learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to extract data from files, create procedural levels, connect to a database, create a network game and optimize your code for a faster and more engaging game. What you will learn After completing this book, you will be able to: - Create levels procedurally with C#, save yourself time, and speed-up the level design process. - Create levels randomly so that they are different every time the scene is loaded and add re-playability to your game. - Read XML files using C# and use the data within to create levels. - Create a space simulation using XML and C# and make your scene customizable. - Connect to a database from Unity to save and retrieve the player's score. - Create a simple network tank game with projectiles and explosions. - Create a Simon game. - Optimize your code and your project's structure Content and structure of this book The content of the books is as follows: - In Chapter 1, you will create indoors and outdoors levels from your code. - In Chapter 2, you will set-up your own database and write data from/to the database through Unity to save and update the player's score. - In Chapter 3, you will create a simple (but fun) network tank game. - In Chapter 4, you will design and implement your version of the Simon game, whereby the player has to memorize an increasing sequence of colors and sounds. - In Chapter 5, you will learn advanced techniques to boost the performance of your game, and to make your code and project easily maintainable. - Chapter 6 provides answers to frequently asked questions. If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now!

Stardew Valley Switch, Wiki, Multiplayer, Mods, Download Guide Unofficial

Stardew Valley Switch, Wiki, Multiplayer, Mods, Download Guide Unofficial [Pdf/ePub] eBook ISBN-10:
Author: HSE Guides
Publisher: eBook Partnership
File Size: 1608 KB
File Format: Pdf
Read Count: 3540851


Stardew Valley Switch, Wiki, Multiplayer, Mods, Download Guide Unofficial by HSE Guides Book Resume:

*UNOFFICIAL GUIDE*Do you want to dominate the game and your opponents?Do you struggle with making resources and cash?Do you want the best items?Would you like to know how to download and install the game?If so, we have got you covered.We will walk you through the game, provide professional strategies and tips, as well as all the secrets in the game.What You'll Discover Inside:- How to Download & Install the Game.- Professional Tips and Strategies.- Cheats and Hacks. - How to Install/Download the Game.- Beat your Opponents!- Beat the Game!- Specific Rules.- Castoff Creation.- Recruiting Companions/Mercenaries.- Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players! - How to Get Tons of Resources. - PLUS MUCH MORE! So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.--> Scroll to the top of the page and click add to cart to purchase instantly

Stardew Valley Cheats, Tips, Mods, Multiplayer, PS4, Game Guide Unofficial

Stardew Valley Cheats, Tips, Mods, Multiplayer, PS4, Game Guide Unofficial [Pdf/ePub] eBook ISBN-10:
Author: The Yuw
Publisher: eBook Partnership
File Size: 391 KB
File Format: Pdf
Read Count: 9622099


Stardew Valley Cheats, Tips, Mods, Multiplayer, PS4, Game Guide Unofficial by The Yuw Book Resume:

*Unofficial Guide Version*Advanced Tips & Strategy Guide. This is the most comprehensive and only detailed guide you will find online. Available for instant download on your mobile phone, eBook device, or in paperback form. Here is what you will be getting when you purchase this professional advanced and detailed game guide. - Professional Tips and Strategies. - Cheats and Hacks.- Farming.- Items.- Multiplayer. - Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players! - How to Get Tons of Cash/Coins. - PLUS MUCH MORE!Disclaimer: This product is not associated, affiliated, endorsed, certified, or sponsored by the Original Copyright Owner. All trademarks and registered trademarks appearing on this ebook are the property of their respective owners.

Learning AWS Lumberyard Game Development

Learning AWS Lumberyard Game Development [Pdf/ePub] eBook ISBN-10:
Author: Dr. Edward Lavieri
Publisher: Packt Publishing Ltd
File Size: 831 KB
File Format: Pdf
Read Count: 150595


Learning AWS Lumberyard Game Development by Dr. Edward Lavieri Book Resume:

Create stunning 3D multiplayer games with integrated cloud-based features About This Book Build a multiplayer 3D game from scratch using the features of Amazon's Lumberyard Explore the world of Lumberyard along with Twitch and various key Amazon Web Services to build a game This step-by-step practical guide will teach you how to build cross-platform games using Lumberyard Who This Book Is For The book caters for those who have an interest or desire to create their own games, either as a hobbyist or to enhance their skills as a professional games developer. The book requires previous knowledge of software development. Experience with C++ will also be beneficial. What You Will Learn Explore Lumberyard's graphical user interface Create stunning game worlds Use Geppetto editor to create 3D characters Create and animate game characters using Lumberyard's toolset Create impressive gameplay to add multiplayer functionality to your game Debug and play your 3D game Add multiplayer functionality to your game using Amazon GameLift Integrate with Amazon cloud services to support cloud computing and storage Engage your users during gameplay with Twitch In Detail Amazon's Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more efficient. This book will show you how to use Lumberyard to create a multiplayer 3D game with cloud computing, storage, and Twitch integration for user engagement. We will start with an introduction to Lumberyard and provide an overview of its capabilities and integration options. Once the game engine is installed, we'll guide you through the creation of an immersive game world with characters. You'll add animations and audio to bring the game to life. We'll explore external interactions to support live multiplayer game play, data storage, user engagement, and the back end. By the end of the book, you will be efficient in building cross-platform games using Lumberyard. Style and approach This step-by-step tutorial is filled with practical examples that will introduce you to the game engine's interface, as well as setting up your development environment.

MULTIPLAYER - Gefährliches Spiel

MULTIPLAYER - Gefährliches Spiel [Pdf/ePub] eBook ISBN-10:
Author: Jannis Becker
Publisher: dotbooks
File Size: 1685 KB
File Format: Pdf
Read Count: 7486168


MULTIPLAYER - Gefährliches Spiel by Jannis Becker Book Resume:

„Rache ist etwas Wunderbares, dachte Finja. Sie hatte einmal gelesen, dass Rache nur dann süß sei, wenn das Opfer den Rächer erkannte. Seit sie ‚Breath of Doom‘ spielte, teilte sie diese Ansicht nicht mehr. Es war viel schöner, sich im Stillen zu rächen, unerkannt und in fremder Gestalt.“ Ein Chef, der sie schlecht behandelt. Kollegen, die ihr die kalte Schulter zeigen. Ein Leben, das sie von Tag zu Tag mehr zu ersticken droht. Finja fühlt sich wie im freien Fall – bis sie das Online-Rollenspiel „Breath of Doom“ entdeckt. In der abenteuerlichen Fantasywelt wird aus der hilflosen jungen Frau die mächtige Zauberin Brianna. Hier kann sie es mit jedem Gegner aufnehmen und voller Selbstvertrauen von Sieg zu Sieg ziehen. Auch in Finjas wahrem Leben scheint sich auf einmal alles zum Guten zu wenden, als sie dem schüchternen Ben begegnet. Doch ist er wirklich der Mann, für den sie ihn hält? Und ist auch in der Online-Welt alles anders, als es auf den ersten Blick scheint? Ein fesselnder Roman über die beklemmende Frage: „Was passiert, wenn ein Spiel zur gefährlichen Falle wird?“

Massively Multiplayer Online Role-Playing Games, ihre sozialen Gemeinschaften und ihre Bedeutung für die Soziale Arbeit

Massively Multiplayer Online Role-Playing Games, ihre sozialen Gemeinschaften und ihre Bedeutung für die Soziale Arbeit [Pdf/ePub] eBook ISBN-10:
Author: Frank Hillemann
Publisher: GRIN Verlag
File Size: 1394 KB
File Format: Pdf
Read Count: 2120269


Massively Multiplayer Online Role-Playing Games, ihre sozialen Gemeinschaften und ihre Bedeutung für die Soziale Arbeit by Frank Hillemann Book Resume:

Bachelorarbeit aus dem Jahr 2013 im Fachbereich Sozialpädagogik / Sozialarbeit, Note: B.A., Evangelische Hochschule Berlin (Studiengang Soziale Arbeit B.A.), Veranstaltung: Medienpädagogik, Sprache: Deutsch, Abstract: In dieser Arbeit wird das Thema Massively Multiplayer Online Role-Playing Games (»MMORPGs«), ihre sozialen Gemeinschaften sowie deren Bedeutung für die Soziale Arbeit und (Sozial-)Pädagogik abhandeln. Mir war wichtig herauszuarbeiten, warum das Wissen darüber von Wichtigkeit ist. Zwei zentrale Fragestellungen haben mich besonders interessiert: Welche Forschungsbereiche gibt es und welchen Fragen widmen sich diese, sowie welche Erkenntnisse wurden gewonnen? Welche Erkenntnisse sind meines Erachtens nach für die Soziale Arbeit und (Sozial-)Pädagogik relevant und wie können sie genutzt werden? Kapitel 2 geht auf formale Besonderheiten der Arbeit ein. Kapitel 3 leitet in das Thema ein und erläutert die Problemlage aus meiner Sicht sowie welche Fragestellungen sich ergaben. Es wird dargestellt, welche Bedeutung das Thema für die genannten Arbeitsbereiche hat. Anschließend der theoretische und methodische Hintergrund erläutert sowie meine Thesen und das Ziel der Arbeit dargestellt. Kapitel 4 und 5 geben einen Überblick über die Forschungsbereiche, Thesen und wichtige Begriffe. Sofern möglich, wird der Forschungsstand kurz dargestellt. Wichtige Theorien werden genannt und kurz erklärt. Die Erkenntnisse aus der Forschung werden im Hinblick auf meine Thesen betrachtet. Das fünfte Kapitel geht kurz auf die Begriffe „Virtualität“ und „Realität“ sowie „Immersion“ ein. Kapitel 6 und 7 betrachtet »MMORPGs«, ihre sozialen Gemeinschaften und deren Kommunikation sowie Interaktion als auch die Ressourcen der Spiele und Spielerinnen. Auch hier lege ich dar, welche Schlussfolgerungen ich für meine Fragestellungen und Thesen ziehe. In Kapitel 8 gehe ich der Frage nach, wieso das gewonnene Wissen für die Soziale Arbeit und (Sozial-)Pädagogik relevant ist und wie die Erkenntnisse genutzt werden können. Kapitel 9 gibt einen Ausblick zum Thema und enthält ein Fazit.

Gemeinsam Zocken. Analyse sozialer Beziehungen in Onlinespielen anhand des Massively Multiplayer Online Role-Playing Games "World of Warcraft"

Gemeinsam Zocken. Analyse sozialer Beziehungen in Onlinespielen anhand des Massively Multiplayer Online Role-Playing Games ISBN-10:
Author: Josua Schertler
Publisher: GRIN Verlag
File Size: 799 KB
File Format: Pdf
Read Count: 5494494


Gemeinsam Zocken. Analyse sozialer Beziehungen in Onlinespielen anhand des Massively Multiplayer Online Role-Playing Games "World of Warcraft" by Josua Schertler Book Resume:

Studienarbeit aus dem Jahr 2018 im Fachbereich Soziologie - Medien, Kunst, Musik, Note: 1,3, Technische Universität Dresden, Sprache: Deutsch, Abstract: In der vorliegenden Arbeit wird anhand des Massively Multiplayer Online Role-Playing Games (MMORPGs) „World of Warcraft“ dargestellt, ob und wie sich durch das gemeinsame „Zocken“ soziale Beziehungen zwischen Spielern entwickeln. Der Fokus liegt hierbei speziell auf tiefergreifende Beziehungen, in Form von guten Freundschaften oder sogar Liebesbeziehungen, die die alleinige Interaktion innerhalb der Spielwelt möglicherweise überschreiten. Es wurde folgende Forschungsfrage formuliert: Inwiefern entwickeln sich tiefergehende soziale Beziehungen im MMORPG „World of Warcraft“ entsprechend den Strukturmerkmalen von „strong ties“ nach Granovetter?

MMOs from the Inside Out

MMOs from the Inside Out [Pdf/ePub] eBook ISBN-10:
Author: Richard A. Bartle
Publisher: Apress
File Size: 737 KB
File Format: Pdf
Read Count: 5926246


MMOs from the Inside Out by Richard A. Bartle Book Resume:

This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.

Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games [Pdf/ePub] eBook ISBN-10:
Author: R. Colby,M. Johnson
Publisher: Springer
File Size: 1542 KB
File Format: Pdf
Read Count: 3988795


Rhetoric/Composition/Play through Video Games by R. Colby,M. Johnson Book Resume:

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry [Pdf/ePub] eBook ISBN-10:
Author: David Wesley,Gloria Barczak
Publisher: CRC Press
File Size: 1926 KB
File Format: Pdf
Read Count: 5364875


Innovation and Marketing in the Video Game Industry by David Wesley,Gloria Barczak Book Resume:

Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

The Mobile Internet

The Mobile Internet [Pdf/ePub] eBook ISBN-10:
Publisher: Information Gatekeepers Inc
File Size: 772 KB
File Format: Pdf
Read Count: 6148917


The Mobile Internet by Book Resume:

Game AI Pro

Game AI Pro [Pdf/ePub] eBook ISBN-10:
Author: Steven Rabin
Publisher: CRC Press
File Size: 394 KB
File Format: Pdf
Read Count: 7244027


Game AI Pro by Steven Rabin Book Resume:

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game A

Unreal Engine 4 Game Development Quick Start Guide

Unreal Engine 4 Game Development Quick Start Guide [Pdf/ePub] eBook ISBN-10:
Author: Rachel Cordone
Publisher: Packt Publishing Ltd
File Size: 1359 KB
File Format: Pdf
Read Count: 8653007


Unreal Engine 4 Game Development Quick Start Guide by Rachel Cordone Book Resume:

Learn how to use Unreal Engine 4 by building 3D and multiplayer games using Blueprints Key Features Learn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++ Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer games Build dynamic game elements using Animation Blueprints and Behavior Trees Book Description Unreal Engine is a popular game engine for developers to build high-end 2D and 3D games. This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4. What you will learn Use project templates to give your game a head start Create custom Blueprints and C++ classes and extend from Epic's base classes Use UMG to create menus and HUDs for your game Create more dynamic characters using Animation Blueprints Learn how to create complex AI with Behavior Trees Use replication to create multiplayer games Optimize, test, and deploy a UE4 project Who this book is for Readers who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.

China Telecom

China Telecom [Pdf/ePub] eBook ISBN-10:
Publisher: Information Gatekeepers Inc
File Size: 1008 KB
File Format: Pdf
Read Count: 7742588


China Telecom by Book Resume:

Computer Games and Language Learning

Computer Games and Language Learning [Pdf/ePub] eBook ISBN-10:
Author: M. Peterson
Publisher: Springer
File Size: 1811 KB
File Format: Pdf
Read Count: 979296


Computer Games and Language Learning by M. Peterson Book Resume:

A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

iOS Game Programming Cookbook

iOS Game Programming Cookbook [Pdf/ePub] eBook ISBN-10:
Author: Bhanu Birani,Chhavi Vaishnav
Publisher: Packt Publishing Ltd
File Size: 348 KB
File Format: Pdf
Read Count: 9580739


iOS Game Programming Cookbook by Bhanu Birani,Chhavi Vaishnav Book Resume:

This book is for developers who are willing to explore iOS game programming in depth. Good knowledge level and understanding of iOS game development will be an added advantage. You should already have a working installation of Xcode and Sprite kit.

Break Into The Game Industry: How to Get A Job Making Video Games

Break Into The Game Industry: How to Get A Job Making Video Games [Pdf/ePub] eBook ISBN-10:
Author: Ernest Adams
Publisher: McGraw Hill Professional
File Size: 988 KB
File Format: Pdf
Read Count: 7275933


Break Into The Game Industry: How to Get A Job Making Video Games by Ernest Adams Book Resume:

Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You’ll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.

How to Do Everything MacBook Air

How to Do Everything MacBook Air [Pdf/ePub] eBook ISBN-10:
Author: Jason Rich
Publisher: McGraw Hill Professional
File Size: 1733 KB
File Format: Pdf
Read Count: 3834459


How to Do Everything MacBook Air by Jason Rich Book Resume:

Take your MacBook Air to new heights! Discover how to get more than ever before out of Apple’s incredibly thin and light notebooks with help from this hands-on guide. How to Do Everything: MacBook Air shows you how to harness the power of the new Mac OS X Mountain Lion operating system, and use iTunes, iWork, iLife, iCloud, Safari, Contacts, Calendar, Reminders, Notification Center, Mail, and other powerful apps. Tap into all the computing power built into Apple’s ultra-portable MacBook Air while you’re at home, at work, or on-the-go. Custom configure your MacBook Air and navigate with the Multi-Touch trackpad Get the most out of the new Mac OS X Mountain Lion operating system Transfer data from a PC or another Mac Manage your email accounts with the Mail app Sync all of your data and devices via iCloud Connect peripherals—Bluetooth devices, printers, cameras, and more Use your MacBook Air to connect to Facebook, Twitter, Google+, Flickr, Tumblr, LinkedIn, and other services Maximize productivity tools, such as Microsoft Office and the iWork apps Download and play movies, TV shows, and games Manage your iTunes Library Get organized with the new Contacts, Calendar, and Reminders apps Communicate efficiently using the Messages app Video chat with FaceTime or Skype Run Microsoft Windows programs on your MacBook Air Update, back up, troubleshoot, and maintain your MacBook Air

Choreographies of 21st Century Wars

Choreographies of 21st Century Wars [Pdf/ePub] eBook ISBN-10:
Author: Gay Morris,Jens Richard Giersdorf
Publisher: Oxford University Press
File Size: 1740 KB
File Format: Pdf
Read Count: 863170


Choreographies of 21st Century Wars by Gay Morris,Jens Richard Giersdorf Book Resume:

Wars in this century are radically different from the major conflicts of the 20th century--more amorphous, asymmetrical, globally connected, and unending. Choreographies of 21st Century Wars is the first book to analyze the interface between choreography and wars in this century, a pertinent inquiry since choreography has long been linked to war and military training. The book draws on recent political theory that posits shifts in the kinds of wars occurring since the First and Second World Wars and the Cold War, all of which were wars between major world powers. Given the dominance of today's more indeterminate, asymmetrical, less decisive wars, we ask if choreography, as an organizing structure and knowledge system, might not also need revision in order to reflect on, and intercede in, a globalized world of continuous warfare. In an introduction and sixteen chapters, authors from a number of disciplines investigate how choreography and war in this century impinge on each other. Choreographers write of how they have related to contemporary war in specific works, while other contributors investigate the interconnections between war and choreography through theatrical works, dances, military rituals and drills, the choreography of video war games and television shows. Issues investigated include torture and terror, the status of war refugees, concerns surrounding fighting and peacekeeping soldiers, national identity tied to military training, and more. The anthology is of interest to scholars in dance, performance, theater, and cultural studies, as well as the social sciences.

Found It on the Internet

Found It on the Internet [Pdf/ePub] eBook ISBN-10:
Author: Frances Jacobson Harris
Publisher: American Library Association
File Size: 976 KB
File Format: Pdf
Read Count: 3509968


Found It on the Internet by Frances Jacobson Harris Book Resume:

Packed with timely information, Harris’s book remains the best resource for being an effective technology mentor for students.