Description : Get Ready for the Ride of Your Life! - Strategies for beating every scenario in the game - Tactics for maximizing your theme park's efficiency - Comprehensive statistics on every coaster to help you pick the right ride every time - Detailed information on the new scenario editor and its functions - Theme-based design suggestions, tips, and tricks
Description : "The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review of the game itself"--Provided by publisher.
Description : Simulations and the Future of Learning offers trainers andeducators the information and perspective they need to understand,design, build, and deploy computer simulations for this generation.Looking back on his recent first-hand experience as lead designerfor an advanced leadership development simulation, author ClarkAldrich has created a detailed case study of the creation anddeployment of an e-learning simulation that had the developmentcycle of a modern computer game. With this book Aldrich, a leaderin the e-learning field, has created an intriguing roadmap for thefuture of learning while taking us along on an entertainingrollercoaster ride of trial and error, success and failure.Simulations and the Future of Learning outlines the designprinciples and critical decisions around any simulation'scomponents— the interface, the physics and animation systems,the artificial intelligence, and sets and figures. Using thisaccessible resource, readers will learn how to create and evaluatesuccessful simulations that have the following characteristics:authentic and relevant scenarios; applied pressure situations thattap user's emotion and force them to act; a sense of unrestrictedoptions; and replayability.
Description : To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Description : This collection offers a multi-faceted exploration of transmediations, the processes of transfer and transformation that occur when communicative acts in one medium are mediated again through another. While previous research has explored these processes from a broader perspective, Salmose and Elleström argue that a better understanding is needed of the extent to which the outcomes of communicative acts are modified when transferred across multimodal media toward fostering a better understanding of our knowledge of communication more generally. Building on this imperative as a point of departure, the book details a variety of transmediations, viewed through three different lenses. The first part of the volume looks at narrative transmediations, building on existing work done by Marie-Laure Ryan on transmedia storytelling. The second section focuses less on narratological instances and more on the spatial dynamics of transmediation and the role of embodiment in the process. The final third of the book explores the challenges of transmediating scientific data into narrative format in the context of environmental issues. Taken together, these sections highlight a range of case studies of transmediations and in turn, the complexity and variety of the process, informed by the different methodologies of the different disciplines to which these transmediations belong. This innovative volume will be of particular interest to students and scholars in multimodality, communication, intermediality, semiotics, and adaptation studies.
Description : 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...
Description : Offers numerous lists of fun, factual, and trivial issues, such as discontinued ice cream flavors and most popular websites for kids, along with "netiquette" tips, helpful references, and more. Original.
Description : 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.
Description : The reader's choices will help friends Jason and Max find out why so many rides at the local theme park are malfunctioning, in a story with fourteen possible endings.