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Ready to Lose Your Lunch? ·Essential hints for creating awesome amusement parks ·Tricks to keep your guests happy and spending money ·Strategies for beating every scenario in the game ·Details on every available coaster, ride, shop, character, and more ·Insights into peep psychology ·Resource management essentials ·The inside scoop on the making of RCT3 from the developers ·Tips for creating custom pyrotechnic shows with the Fireworks MixMasterTM ·Pointers for using sandbox mode and creating your own huge parks
MacLife is the ultimate magazine about all things Apple. It’s authoritative, ahead of the curve and endlessly entertaining. MacLife provides unique content that helps readers use their Macs, iPhones, iPods, and their related hardware and software in every facet of their personal and professional lives.
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
'This book discusses the need for interdisciplinary awareness in the study of games and learning'--Provided by publisher.
'This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming'--Provided by publisher.
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Boasting vivid graphics, rapid pacing, and complex narratives, electronic games have evolved both visually and substantially since the early days of Spacewar! and Pong. By allowing users to explore fictional universes, engage in stealth missions, play like their favorite athletes or musicians, and imagine realities both similar to and far-removed from their own, electronic games appeal to a variety of individuals and interests. This absorbing volume details the development of electronic gaming including arcade and early home video consoles through massive multiplayer online games, and examines some of the most popular games of all time.
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Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encompasses a wide variety of research topics, ranging from the study of different pedagogical approaches and teaching/learning strategies and techniques, to the application of advanced technologies in educational settings such as the use of different kinds of mobile devices, sensors and sensor networks to provide the technical foundation for context-aware, ubiquitous learning. The TEL community has also been exploring the use of artificial intelligence tools and techniques for the development of intelligent learning environments capable of adapting to learners’ needs and preferences and providing learners with personalized learning experience. Recognizing the potential of online social networks, social media, and web-based social software tools as learning platforms for online education, the TEL community has devoted significant time and effort into researching how these popular technologies could be combined with appropriate pedagogical approaches to make learning experience more engaging, satisfying, and successful. Among the most important results of these research endeavors are personal learning environments that allow learners to create mash-ups of diverse social software tools based on their own needs and preferences as well as to create and maintain their online learning networks. Undeniably, technological advancement is making education more accessible to an increasing number of people worldwide. To fully exploit the huge benefit the technology is offering, the TEL community is exploring effective approaches for adapting learning resources to address language, generation, and cultural specificities. Aiming to make learning accessible to all, the community has also focused on the development of solutions for learners with special needs. Finally, it should be noted that all the above mentioned research efforts of the TEL community are finding their applications in different learning contexts and domains, including formal education and informal learning, as well as workplace learning in small, medium, and large organizations. Since the scope of TEL research is constantly evolving, the above given overview of the current research efforts does not aim to be exhaustive by any means. Instead, its purpose is to give some insights into the breadth of research topics and challenges that this edited book aims to cover. The book comprises 14 chapters, which are topically organized into several sections. However, this division of chapters into sections is not strictly definitive as each of the chapters itself presents a comprehensive research work that often spans across diverse TEL areas and thus could be categorized into more than one section of the book.
Presents a collection of trivia, historical facts, tips, guides, and previews surrounding video and computer games.
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 164. Chapters: Defunct roller coasters, Mass produced roller coasters, Portable roller coasters, Roller coaster designers, Roller coaster elements, Roller coaster games and simulations, Roller coaster manufacturers, Roller coaster technology, Roller coasters currently under construction, Types of roller coasters, List of roller coaster rankings, Intamin, Bolliger & Mabillard, History of the roller coaster, Wooden roller coaster, Inverted roller coaster, RollerCoaster Tycoon, American Coaster Enthusiasts, Barrel roll, Wild Mouse roller coaster, Batman: The Ride, Green Lantern, Accelerator Coaster, Derby Racer, Suspended Looping Coaster, Roller coaster inversion, RollerCoaster Tycoon 3, Cheetah Hunt, Great American Scream Machine, Flying roller coaster, Suspended roller coaster, Eurostar, NoLimits, Mindbender, Arrow Dynamics, Stand-up roller coaster, Lightning, RollerCoaster Tycoon 2, Brake run, Hypercoaster, Cyclone, Phantom's Revenge, Station, Flight of the Hippogriff, Allan Herschell Company, Zamperla, Steel roller coaster, Shockwave, Physics of roller coasters, 4th Dimension roller coaster, Launched roller coaster, Vekoma, Vertical loop, Two Face: The Flip Side, Lift hill, Moonsault Scramble, Scenic Railway, Anton Schwarzkopf, Lightnin' Loops, Drachen Fire, Batman: The Escape, Centrifugal railway, Jumbo Jet, X-Flight, Seven Dwarfs Mine Train, John Miller, Suspended Family Coaster, Gerstlauer, Custom Coasters International, Green Lantern: First Flight, Thrillville: Off the Rails, Racing roller coaster, Spinning roller coaster, The Bat, Floorless roller coaster, Boomerang, Motorbike roller coaster, Manta, Dare Devil Dive, Figure 8 roller coaster, Bobsled roller coaster, Mega Zeph, Launch track, Coasterdynamix, On-ride camera, Big Bad Wolf, The Demon, LC12, Shuttle roller coaster, Premier Rides, Standing but not operating, RC Race..
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Lists records, superlatives, and unusual facts about computer and video games, and includes interviews with champion gamers, tips on play, and profiles of the best-selling games.
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A feast for the eyes with literally thousands of vivid, high-resolution screen shots, this book provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, 150 of the most exciting current software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summary, analysis, and strategy, nine representative in-game screen shots, games with similar skill and strategy requirements, appropriate age range, ESRB content ratings, complete technological specifications, and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current and upcoming hardware platforms such as Sony's new PS3 and Nintendo's Wii.