The Maze of Games


Book Description

Colleen and Samuel Quaice are teenagers living in 1897 England. During a visit to Upper Wolverhampton Bibliotheque, they discover a musty book called THE MAZE OF GAMES. Opening the book summons the Gatekeeper, a mysterious skeletal guardian who plunges the Quaices into a series of dangerous labyrinths, populated with myriad monsters and perplexing puzzles.Only by solving their way through the Gatekeeper's mazes will the Quaice children find their way home.Read the novel. Solve the Puzzles. Get out alive




Let's Play Maze


Book Description

About For Notebook: Let's Play Maze Activity books for kids Children are encouraged to solve mazes, they can help readers develop ideas and put them in a good position for the rest of their lives.. You can make it a gift for your Your children Activity Books Size: 6 x 9 in 24 page & The quality of the book is high Click the Buy Now button while this book is still in your stock!




Mazes


Book Description

No more flat, pencil-pushing puzzles! This bold book takes mazes to a new dimension. From a pop-up pyramid to a 3-D galactic chase to an electronic circuit that buzzes when you stray off course, this ingenious collection is truly a puzzler's paradise. The mazes have more than one level, but only one tough answer, guaranteeing hours of fun. In addition to spectacular feats of paper engineering, this puzzle pack includes 3-D glasses, a stylus, moving parts, and a raised plastic maze with a rolling bead. Sophisticated enough to appeal to many age groups, this deluxe book is a great gift for dedicated puzzle solvers.




Mazes in Videogames


Book Description

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.




Play-Acting


Book Description

Play-Acting is an inspired book of theatrical beginnings-jumping-off points for actors, teachers, and directors. Drawing upon his thirty years of designing and leading theater workshops, Luke Dixon goes to the heart of contemporary theater practice. Whether drawing upon Japanese butoh, Shakespearean verse, or African rhythms, these thirty-two workshops cover a wide range of activities-voice warm-ups, body work, the exploration of theatrical space, life games, dreamtime, sense and chakras, working with the spine, and much, much more. More than a collection of exercises, Play-Acting is constructed to take the user on a journey from learning about the anatomy of the individual actor's body to the performance of narrative by a group of actors. With tips on what you might expect to experience as an actor, teacher, or director, along with ideas on how to exploit the unexpected in performance, Play-Acting is a book to be read again and again.




Multiplayer Online Games


Book Description

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development







Building Hypermedia APIs with HTML5 and Node


Book Description

With this concise book, you’ll learn the art of building hypermedia APIs that don’t simply run on the Web, but that actually exist in the Web. You’ll start with the general principles and technologies behind this architectural approach, and then dive hands-on into three fully-functional API examples. Too many APIs rely on concepts rooted in desktop and local area network patterns that don’t scale well—costly solutions that are difficult to maintain over time. This book shows system architects and web developers how to design and implement human- and machine-readable web services that remain stable and flexible as they scale. Learn the H-Factors for representing application metadata across all media types and formats Understand the four basic design elements for authoring hypermedia types Convert a simple read-only XML-based media type into a successful API design Examine the challenges and advantages of designing a hypermedia type with JSON Use HTML5’s rich set of hypermedia controls in the API design process Learn the details of documenting, publishing, and registering media type designs and link-relation types




Fundamentals of Game Design


Book 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




AKASHVANI


Book Description

"Akashvani" (English) is a programme journal of ALL INDIA RADIO, it was formerly known as The Indian Listener. It used to serve the listener as a bradshaw of broadcasting ,and give listener the useful information in an interesting manner about programmes, who writes them, take part in them and produce them along with photographs of performing artists. It also contains the information of major changes in the policy and service of the organisation. The Indian Listener (fortnightly programme journal of AIR in English) published by The Indian State Broadcasting Service, Bombay, started on 22 December, 1935 and was the successor to the Indian Radio Times in English, which was published beginning in July 16 of 1927. From 22 August ,1937 onwards, it used to published by All India Radio, New Delhi. From 1950,it was turned into a weekly journal. Later, The Indian listener became "Akashvani" (English ) w.e.f. January 5, 1958. It was made fortnightly journal again w.e.f July 1,1983. NAME OF THE JOURNAL: AKASHVANI LANGUAGE OF THE JOURNAL: English DATE, MONTH & YEAR OF PUBLICATION: 04 DECEMBER, 1977 PERIODICITY OF THE JOURNAL: Weekly NUMBER OF PAGES: 68 VOLUME NUMBER: Vol. XLII, No. 49 BROADCAST PROGRAMME SCHEDULE PUBLISHED (PAGE NOS): 18-63 ARTICLE: 1. Sardar Patel and Secularism 2. Ancient Mythology and Modern Cosmology 3. Stereophony 4. The Football Fever 5. Review of Books on Emergency 6. Man and Wildlife 7. Radiotherapy- A New Tool for The Doctor 8. Saul Bellow- A Critical Study 9. Harinath De- A Centennial Tribute 10. Remembering Satyamoorthy AUTHOR: 1. V. Shakar 2. Dr. Jayant Narlikar 3. B. Gopala Krishnan 4. K. Balakrishnan 5. C.H. prahlada Rao 6. Dr. T. Sharma 7. Dr. N. Rama Das 8. Dr. K.S. Subramaniam 9. Sunil Bandyopadhyay 10. K. Santhanam KEYWORDS : 1. True Secularism, Protect Muslims, Politics and patriotism 2. cosmology, Tune scales, Epicyclic Theory 3. Pilot Tone System, Quadraphonic Technique, Quality of Sound 4. Slide Betting, Referee, Spree of Violence 5. Democracy Redeemed, Two Face of Indira Gandhi,All the Prime Ministers men 6. Man's Impact on Nature, Protection, Flora and Fauna 7. Ionizing Radiations, Causes of Cancer, Teletherapy 8. Dangling Man, The Victim, Seize the Day 9. A Latter Day Cicero, Outstanding Brilliance, Change of a Career 10. Dream Unfulfilled, Imprisonment, Legislative Assembly Prasar Bharati Archives has the copyright in all matters published in this “AKASHVANI” and other AIR journals. For reproduction previous permission is essential.