The Pro Evolution Soccer&™2008 Official Guide & Coaching DVD is the definitive PES 2008 collector&’s item offering a coaching DVD and a complete Piggyback guide in one product. The 168-page guide complement gives the reader increased focus on screenshots, integrating these in diagrams to demonstrate moves and tactics. The guide also covers chapters on Master League, Team & Player Guide, Tactics & Strategies as well as a Coaching Manual.
Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
This book contains a selection of higher quality and reviewed papers of the 14th Portuguese Conference on Artificial Intelligence, EPIA 2009, held in Aveiro, Portugal, in October 2009. The 55 revised full papers presented were carefully reviewed and selected from a total of 163 submissions. The papers are organized in topical sections on artificial intelligence in transportation and urban mobility (AITUM), artificial life and evolutionary algorithms (ALEA), computational methods in bioinformatics and systems biology (CMBSB), computational logic with applications (COLA), emotional and affective computing (EAC), general artificial intelligence (GAI), intelligent robotics (IROBOT), knowledge discovery and business intelligence (KDBI), muli-agent systems (MASTA) social simulation and modelling (SSM), text mining and application (TEMA) as well as web and network intelligence (WNI).
Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.
Soccer, the most popular mass spectator sport in the world, has long been a site which articulates the complexities and diversities of the everyday life of the nation. The imaging and prioritization of the game as a ‘national’ or an ‘international’ event in public opinion and the media also play a critical role in transforming the soccer culture of a nation. In this context, the FIFA World Cup remains the grand spectacle for asserting the identity of the nation. This book intends to offer eclectic perspectives and discourses on the FIFA World Cup, and to throw light on the changing dimensions of football and sports culture in terms of identity, race, ethnicity, gender, fandom, governance, and so on. On the one hand, it focuses on the significance of the FIFA World Cup for nations in terms of hosting, performance, playing style, and identity formation. On the other, it looks beyond the World Cup to highlight the growing importance of a host of perspectives in sport in general and football in particular with reference to art, fandom, gender, media, and governance. The chapters in this book were originally published as a special issue of Sport in Society.
From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.
Lists records, superlatives, and unusual facts about computer and video games, and includes interviews with champion gamers, tips on play, and profiles of the best-selling games.