mySimon is not affiliated with or endorsed by Simon Property Group. If you are looking for Simon Property Group, click here.

ie8 fix

Showing results 1 - 25 of 133 for "10 Pk Family Entertainment Suite Multi game Software"

Serious Games: Mechanisms and Effects
Serious Games: Mechanisms and Effects
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.  
$53 Go to
Amazon
Foundation HTML5 Canvas: For Games and Entertainment
Foundation HTML5 Canvas: For Games and Entertainment
Foundation HTML5 Canvas: For Games and Entertainment teaches you how to make exciting interactive games and applications using HTML5 canvas. Canvas lets you produce graphics, animations, and applications using the HTML5 and JavaScript web standards. It allows you to draw directly within the browser without the need for third-party plugins like Adobe Flash, and so canvas works perfectly across desktop and mobile devices, like the iPhone and Android. Foundation HTML5 Canvas begins by introducing you to HTML5 and the cool new features that it opens up for you. You are then offered a quick guide to JavaScript programming to get you up to speed. Next up you'll receive a thorough introduction to the canvas element, which teaches you how to draw objects within the browser with great ease. Once the basics are covered you'll move on to the more advanced features of canvas, including image and video manipulation. You'll also learn how to create realistic animations with the help of some basic physics. Foundation HTML5 Canvas then teaches you how to create two thrilling space-based games using all the skills you've learned so far. You'll find plenty of code examples and illustrations designed to help you understand even the most complex of topics. HTML5 is already here for you, and Foundation HTML5 Canvas will provide you with all the information you need to enjoy the show. What you'll learn The exciting new features that HTML5 brings and how to use them The basics of programming in JavaScript and capturing user input What the canvas drawing element is all about and why you'd want to use it How to utilize both basic and advanced features of canvas How to create realistic animations using canvas and a splash of physics How to make interactive games using canvas, JavaScript, and other HTML5 goodies Who this book is forThe book has been written in a friendly way that makes it approachable to beginners and experts alike. It is predominantly for Web designers who are new to HTML5 and JavaScript, and covers the absolute basics of creating interactive games and applications using the HTML5 canvas element. Experienced Web designers and programmers will also learn about all the features of canvas and how they can be used within their own projects. Flash and Silverlight developers wanting to broaden their reach across the Web and mobile devices will also benefit from the information in this book. Table of Contents Introducing HTML5 Foundation JavaScript Learning the Basics of Canvas Pushing Canvas Further Manipulating Images and Video Making Things Move Implementing Advanced Animation Creating the Space Bowling Game Creating the Asteroid Avoidance Game Taking Things Further and the Future of Canvas 
$24 Go to
Amazon
Serious Games: Mechanisms and Effects
Serious Games: Mechanisms and Effects
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.  
$49 Go to
Amazon Marketplace
Gamers at Work: Stories Behind the Games People Play
Gamers at Work: Stories Behind the Games People Play
For nearly four decades, video games have captured the imaginations and drawn the ire of people around the world. Actors play them. Rappers promote them. Politicians want to control them. Even baseball legends make them. Video games are a cultural crossroads where business, entertainment, and technology converge. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems overflowing with fortune and success, the vicious truth of this booming industry can be easily forgotten: failure is tradition. And while there are a few businesses that have withstood the test of time, most startups exit as quickly as they enter. Many firms are outpaced by the explosive worldwide growth and economic realities of the industry. In this groundbreaking anthology, successful founders of entertainment software companies reflect on the challenges and how they survived. "This is the first time that a history of the video-game industry has been told through the personal stories of the entrepreneurs who pushed the business forward. [...] Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them."—Peter Molyneux OBE, Creative Director, Microsoft Studios Europe Featured InterviewsTrip Hawkins, founder of Electronic Arts (Madden NFL)Nolan Bushnell, cofounder of Atari (Pong)Wild Bill Stealey, cofounder of MicroProse Software (Sid Meier's Civilization)Tony Goodman, cofounder of Ensemble Studios (Age of Empires)Feargus Urquhart, cofounder of Obsidian Entertainment (Star Wars: Knights of the Old Republic II)Tim Cain, cofounder of Troika Games (Arcanum: Of Steamworks and Magick Obscura)Warren Spector, founder of Junction Point Studios (Disney Epic Mickey)Doug & Gary Carlston, cofounders of Broderbund Software (Where In The World Is Carmen Sandiego?)Don Daglow, founder of Stormfront Studios (Neverwinter Nights and Tony La Russa Baseball)John Smedley, cofounder of Verant Interactive (EverQuest)Ken Williams, cofounder of Sierra On-Line (King's Quest and Leisure Suit Larry)Lorne Lanning, cofounder of Oddworld Inhabitants (Oddworld)Chris Ulm, cofounder of Appy Entertainment (FaceFighter and Trucks & Skulls)Tobi Saulnier, founder of 1st Playable Productions (Kung Zhu and Yogi Bear)Christopher Weaver, founder of Bethesda Softworks (The Terminator and The Elder Scrolls)Jason Rubin, cofounder of Naughty Dog (Crash Bandicoot and Uncharted)Ted Price, founder of Insomniac Games (Spyro and Jak & Daxter)TakeawaysLead and execute strategy as an entrepreneurDevelop meaningful, long-term business relationshipsRecognize strategic opportunities and threatsTake the next step without compromising principlesBalance dreams with practical considerationsAvoid the pitfalls that can trigger disasterLearn from mistakes and make informed course correctionsEnter with style and exit with graceAudienceSoftware professionals and managers, usually working in the video game industryGame developers and publishers interested in starting and running successful companiesGamers interested in the history of video games and the industry
$19 Go to
Amazon
Foundation HTML5 Canvas: For Games and Entertainment
Foundation HTML5 Canvas: For Games and Entertainment
Foundation HTML5 Canvas: For Games and Entertainment teaches you how to make exciting interactive games and applications using HTML5 canvas. Canvas lets you produce graphics, animations, and applications using the HTML5 and JavaScript web standards. It allows you to draw directly within the browser without the need for third-party plugins like Adobe Flash, and so canvas works perfectly across desktop and mobile devices, like the iPhone and Android. Foundation HTML5 Canvas begins by introducing you to HTML5 and the cool new features that it opens up for you. You are then offered a quick guide to JavaScript programming to get you up to speed. Next up you'll receive a thorough introduction to the canvas element, which teaches you how to draw objects within the browser with great ease. Once the basics are covered you'll move on to the more advanced features of canvas, including image and video manipulation. You'll also learn how to create realistic animations with the help of some basic physics. Foundation HTML5 Canvas then teaches you how to create two thrilling space-based games using all the skills you've learned so far. You'll find plenty of code examples and illustrations designed to help you understand even the most complex of topics. HTML5 is already here for you, and Foundation HTML5 Canvas will provide you with all the information you need to enjoy the show. What you'll learn The exciting new features that HTML5 brings and how to use them The basics of programming in JavaScript and capturing user input What the canvas drawing element is all about and why you'd want to use it How to utilize both basic and advanced features of canvas How to create realistic animations using canvas and a splash of physics How to make interactive games using canvas, JavaScript, and other HTML5 goodies Who this book is forThe book has been written in a friendly way that makes it approachable to beginners and experts alike. It is predominantly for Web designers who are new to HTML5 and JavaScript, and covers the absolute basics of creating interactive games and applications using the HTML5 canvas element. Experienced Web designers and programmers will also learn about all the features of canvas and how they can be used within their own projects. Flash and Silverlight developers wanting to broaden their reach across the Web and mobile devices will also benefit from the information in this book. Table of Contents Introducing HTML5 Foundation JavaScript Learning the Basics of Canvas Pushing Canvas Further Manipulating Images and Video Making Things Move Implementing Advanced Animation Creating the Space Bowling Game Creating the Asteroid Avoidance Game Taking Things Further and the Future of Canvas 
$22 Go to
Amazon Marketplace