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Showing results 1 - 25 of 133 for "10 Pk Family Entertainment Suite Multi game Software"
Ruth D. Fisher - Winning the Hardware-Software Game: Using Game Theory to Optimize the Pace of New Technology Adoption
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$14 - $27
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Sao-ke Alfred Sze - Chinese Nights Entertainments: Stories of Old China
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$27
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Cory Isaacson - Software Pipelines and SOA: Releasing the Power of Multi-Core Processing
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$34
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G. S. Beaumont - The Arabian Nights' Entertainments: Or, the Thousand and One Nights
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$36
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Thomas Gent - Miscellanea Curiosa: Or Entertainments for the Ingenious of Both Sexes
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$18
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Shopping As An Entertainment Experience - Moss, ...
Electronics Cameras Computers Software Housewares Sports DVDs Music Books Games Toys in titles descriptions Company Info |Checkout Info |Shipping Info |Return Policy |FAQ's Add us as a favorite seller By continuing with your purchase using the eBay Buy It Now button, you agree to the Buy Terms of Use at http://stores.ebay.com/Buys-Internet-Superstore/Terms.html . Shopping as an Entertainment Experience - Moss, Mark THIS IS A BRAND NEW UNOPENED ITEM. Description Shopping as an Entertainment Expe
$70
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Video Games By Lisa Mccoy
Video games are one of today's most popular forms of entertainment. According to the Entertainment Software Association, the U.S. computer and video game industry had software sales of $9.5 billion in 2007—an increase of more than 300 percent since 1996. Two major trends are the growth of mobile gaming and online gaming. Producing and selling successful video games is a huge collaborative effort, often requiring the skills of numerous artists, marketing specialists, musicians, producers, programmers, salespeople, and writers. Video Games examines the complexities of this highly creative industry and identifies what it takes to succeed. Featuring essential information everyone in the field should know, fast facts, tips for effective business communications and networking, and much more, this helpful new resource is written in conversational language from an insider's perspective. It provides a capsule history of video games as well as an overview of the current state of the ga
$47
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The Black-out Book: 500 Family Games and Puzzles for Wartime Entertainment (General Military)
"Of all modern notions, the worst is this: that domesticity is dull. Inside the home, they say, is dead decorum and routine; outside is adventure and variety. But the truth is that home is the only place of liberty, the only spot on earth where a man [sic] can alter arrangements suddenly, make an experiment or indulge a whim." --G.K. ChestertonThus begins the Black-Out Book. At once a time capsule and a paean to domestic tranquility, the Black-Out brings together over five hundred games, pens¿es, puzzles, jokes, and literary snippets a simpler, yet in many ways more dangerous time than our own. Published during one of the darkest hours of British history, a time when curfews and rationing kept people close to their homes, the book offers insights into a bygone time, but can still delight 70 years on. While some passages are specific to 1940's England--'A thought for the petrol-rationed motorist' and 'What happened to the shilling?'--others are truly timeless--'Prayers of the Great' (Henry VIII, Raleigh, Plato), and 'What to do when sleep won't come.' Published to commemorate the 70th anniversary of the start of WWII, but also at a time when Americans are turning once again toward domestic pleasures, the Black-Out Book is destined to find a new audience in the 21st century.
$3.64
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Amazon Marketplace
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
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Amazon
Amazon
Online Gaming and Entertainment
both kids and adults have found new ways of relaxing, playing, having fun and while these are amazing new technologies and can actually be great fun, etc they also spark concerns: getting caught up in fantasy worlds of online video gaming; addiction; violence; inactivity contributing to obesity especially among kids; concerns about gambling; concerns about easy access to porn and child porn; what efforts are being made to address these issues and what are the ramifications.
$28
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Walmart
Walmart
Software Engineering for Game Developers (Software Engineering Series)
Software engineering leads to better software products. This book teaches readers how to develop games according to a design and follow a standardized approach to game development. It provides a multitude of exercises that show just how software engineering practices can improve your game. All the basic categories of software engineering are covered. Programmers, designers, architects, generalists, software engineers, and game developers seeking knowledge about standard frameworks for games and their relative merits will find this text more than satisfying. Three frameworks (function, object-oriented, and patterned) are presented, contrasted, and fully described through design documents.
$74
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Amazon Marketplace
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
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Amazon
Amazon
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
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Amazon Marketplace
10 Critical Thinking Card Games - Richard, Elaine
Electronics Cameras Computers Software Housewares Sports DVDs Music Books Games Toys in titles descriptions Company Info |Checkout Info |Shipping Info |Return Policy |FAQ's Add us as a favorite seller By continuing with your purchase using the eBay Buy It Now button, you agree to the Buy Terms of Use at http://stores.ebay.com/Buys-Internet-Superstore/Terms.html . 10 Critical Thinking Card Games - Richard, Elaine THIS IS A BRAND NEW UNOPENED ITEM. Description Develop students' critical thinking
$8.38
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eBay
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
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Amazon
Video Game Design Foundations : Software Design Guide with the Games Factory 2 Software CD
$35
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eCampus.com
eCampus.com
Music Lesson Software: Guitar for Dummies for PC/Mac
Find non-gaming computer software at Target.com! The emedia guitar for dummies cd-rom is a fun and easy way to learn guitar quickly. Learn to play acoustic or electric guitar at your own pace with techniques demonstrated in full-motion videos. Have fun playing along with live recorded songs or midi tracks that you can slow down or speed up. Interactive educational software includes over 80 step-by-step video-enhanced lessons, over 50 songs with recorded audio and variable-speed midi tracks, over 40 high-quality videos with full-screen option and animated fretboard displays fingering positions as the music plays. Your teacher is professional guitarist kevin garry, ph.d., from the...
$30
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Target
Target
Game Design Perspectives (with CD-ROM) (Charles River Media Game Development (Software))
Everyone has their own idea of what good game design is, and this unique collection of articles provides a variety of different perspectives and ideas to consider in your designs. The articles are written by a diverse group of designers with varying levels of experience. Most of the key areas of game design are covered, and practical techniques and tools are included throughout. Each section begins with a broad overview of the topic and then includes a collection of ideas from other designers on how they think about or approach the subject. If you are just beginning in game design, you'll find useful information throughout the book, and if you're an experienced designer, you'll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from the user community and managing a game development business sections. If you're interested in learning how other designers think about game design, you'll find plenty of great, and sometimes controversial, ideas to consider here!
$20
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Amazon Marketplace
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.
$23
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Amazon
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media.
$24
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Walmart
Walmart
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
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