Search results for: Sid Meiers Civilization

Sid Meier's Memoir! PDF Download

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Sid Meier's Memoir!

Sid Meier's Memoir! PDF Author: Sid Meier
Publisher: W. W. Norton
ISBN: 9780393868296
Category : Biography & Autobiography
Languages : en
Pages : 304

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Book Description
The life and career of the legendary developer celebrated as the "godfather of computer gaming" and creator of Civilization, featuring his rules of good game design. Sid Meier is a foundation of what gaming is for me today. -- Phil Spencer, head of Xbox

Sid Meier's Memoir!

Sid Meier's Memoir! PDF Author: Sid Meier
Publisher: W. W. Norton
ISBN: 9780393868296
Category : Biography & Autobiography
Languages : en
Pages : 304

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Book Description
The life and career of the legendary developer celebrated as the "godfather of computer gaming" and creator of Civilization, featuring his rules of good game design. Sid Meier is a foundation of what gaming is for me today. -- Phil Spencer, head of Xbox

Maximum PC

Maximum PC PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 104

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Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Playing with the Past

Playing with the Past PDF Author: Matthew Wilhelm Kapell
Publisher: Bloomsbury Publishing USA
ISBN: 1623563879
Category : Social Science
Languages : en
Pages : 400

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Book Description
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Constructing Presidential Legacy

Constructing Presidential Legacy PDF Author: Cullinane Michael Patrick Cullinane
Publisher: Edinburgh University Press
ISBN: 1474437346
Category : Political Science
Languages : en
Pages : 304

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Book Description
What do we remember about US Presidents, and how do we come to commemorate their legacies?Few personalities loom larger than the President of the United States. Their accomplishments and failures are forensically documented, and their personal lives are under constant scrutiny from the media. But how does a president's legacy emerge, and how to do we come to commemorate it? In Constructing Presidential Legacy, world-leading experts take a multi-disciplinary approach to explore how presidents are remembered. They look at multiple presidents, including Washington, Jefferson, Lincoln, the Roosevelts, Kennedy, Lyndon Johnson, Eisenhower, Reagan, Obama and Trump. Discover how presidential legacies are constructed during and after a President's time in the Whitehouse, and how they are portrayed in media such as film, museums, public art, political invocations, pop culture, literature and evolving technological advancements.

Gaming the Past

Gaming the Past PDF Author: Jeremiah McCall
Publisher: Taylor & Francis
ISBN: 100077953X
Category : Education
Languages : en
Pages : 196

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Book Description
Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.

Multimodal Semiotics and Rhetoric in Videogames

Multimodal Semiotics and Rhetoric in Videogames PDF Author: Jason Hawreliak
Publisher: Routledge
ISBN: 1351659715
Category : Language Arts & Disciplines
Languages : en
Pages : 212

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Book Description
This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

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Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Free-to-Play

Free-to-Play PDF Author: Christopher A. Paul
Publisher: MIT Press
ISBN: 0262360527
Category : Games & Activities
Languages : en
Pages : 312

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Book Description
An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against these games that stems more from who is making and playing them than how they are monetized. Free-to-play and mobile games appeal to a different kind of player, many of whom are women and many of whom prefer different genres of games than multi-level action-oriented killing fests. It's not a coincidence that some of the few free-to-play games that have been praised by games journalists are League of Legends and World of Tanks.

Digital Games as History

Digital Games as History PDF Author: Adam Chapman
Publisher: Routledge
ISBN: 1317553853
Category : Social Science
Languages : en
Pages : 302

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Book Description
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

ICTs and Innovation for Didactics of Social Sciences

ICTs and Innovation for Didactics of Social Sciences PDF Author: Delgado-Algarra, Emilio José
Publisher: IGI Global
ISBN: 1799828840
Category : Computers
Languages : en
Pages : 295

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Book Description
The advancement of technology in today’s world has led to the progression of several professional fields. This includes the classroom, as teachers have begun using new technological strategies to increase student involvement and motivation. ICT innovation including virtual reality and blended learning methods has changed the scope of classroom environments across the globe; however, significant research is lacking in this area. ICTs and Innovation for Didactics of Social Sciences is a fundamental reference focused on didactics of social sciences and ICTs including issues related to innovation, resources, and strategies for teachers that can link to the transformation of social sciences teaching and learning as well as societal transformation. While highlighting topics such as blended learning, augmented reality, and virtual classrooms, this book is ideally designed for researchers, administrators, educators, practitioners, and students interested in understanding current relevant ICT resources and innovative strategies for the didactic of social sciences and didactic possibilities in relation to concrete conceptual contents, resolution of problems, planning, decision making, development of social skills, attention, and motivation promoting a necessary technological literacy.