Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
She wears a thousand deadly identities. He sees through them all.
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