Mastering Nintendo Video Games II

Mastering Nintendo Video Games II

Author: Judd Robbins

Publisher: Bobbs-Merrill Company

Published: 1990

Total Pages: 164

ISBN-13: 9780672484919

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This updated version of the bestselling book reveals shortcuts, booby traps, passwords and strategies for more than 100 games with new, expanded coverage for Double Dragon II, Castlevania, Tetris and more.


Mastering Nintendo Video Games

Mastering Nintendo Video Games

Author: Judd Robbins

Publisher: Prentice Hall

Published: 1989

Total Pages: 180

ISBN-13: 9780672484643

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The perfect companion for children and adults who want to master the most popular Nintendo games. The book contains a review of the bestselling Nintendo games with a strong emphasis on strategies as well as tips and techniques for improving the player's score.


Mastering the Game

Mastering the Game

Author: Jon Harrison

Publisher: CreateSpace

Published: 2015-03-14

Total Pages: 294

ISBN-13: 9781508762553

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Can video games be used to teach personal and business success lessons?Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success. Principles are ideas that are truly timeless, and remain true independent of context, culture or time period. So what are the principles embedded in the most popular video games? Surprisingly, the list strongly resembles the most in demand traits for the workplace. * Adaptability & Managing Change* Personal Accountability* Innovation* Communication & Listening* Teambuilding & Collaboration* Knowledge Sharing* Persistence & GritMastering The Game provides analogies, examples, and lessons for connecting the dots between how gamers play and how successful professionals work. Are you ready to take your career to the next level?


Mastering the Game:

Mastering the Game:

Author: World Intellectual Property Organization

Publisher: WIPO

Published:

Total Pages: 378

ISBN-13:

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“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Video Games

Video Games

Author: Kathy Ceceri

Publisher: Nomad Press

Published: 2015-09-21

Total Pages: 279

ISBN-13: 1619302934

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Catch a glimpse inside a school bus and you’ll see lots of kids looking down. What are they doing? They’re deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2–17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even create their very own video games using software such as MIT's Scratch! Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers’ building skills, while writing actual game code opens digital doors readers may not have known existed.


The Waite Group's MS-DOS Bible

The Waite Group's MS-DOS Bible

Author: Steven Simrin

Publisher: Prentice Hall

Published: 1991

Total Pages: 774

ISBN-13:

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Focusing on the recently updated MS-DOS, this new edition of the popular Waite Group title explores in detail the new DOS commands and functions. Expert coverage includes expanded batch file language, improved disk formatting, device drivers, file structure, and resident memory programming.


The Hot Games

The Hot Games

Author: Randi Hacker

Publisher:

Published: 1990

Total Pages: 82

ISBN-13: 9780938753247

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A discussion of Nintendo and Sega video game systems. Gives hints and tips on how to play the most popular games on these systems.