Book Description
Inside this guide readers get proven military, diplomatic and economic strategies for expanding their empires, as well as new culture features, single and multi-player strategies and how to use units and armies.
Author : David Ellis
Publisher :
Page : 0 pages
File Size : 12,50 MB
Release : 2001
Category : Civilization III (Game)
ISBN : 9780761536451
Inside this guide readers get proven military, diplomatic and economic strategies for expanding their empires, as well as new culture features, single and multi-player strategies and how to use units and armies.
Author : Sid Meier
Publisher : W. W. Norton & Company
Page : 233 pages
File Size : 22,62 MB
Release : 2020-09-08
Category : Biography & Autobiography
ISBN : 1324005882
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 Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
Author : David Ellis
Publisher : Prima Games
Page : 370 pages
File Size : 46,72 MB
Release : 1996
Category : Games
ISBN : 9780761501060
The new updated version of the highly successful Sid Meier's Civilization. This book includes discussions of the new game report features will be included as well as a foray into the map editor for players to create and build their own worlds.
Author : David Ellis
Publisher :
Page : 191 pages
File Size : 41,42 MB
Release : 2002
Category : Computer games
ISBN :
Author : Michael Ely
Publisher : Pocket Books/Star Trek
Page : 0 pages
File Size : 49,68 MB
Release : 2002
Category : Computer games
ISBN : 9780671040796
A century has passed since events of "Alpha Centauri #2: Dragon Sun." Civilization is braced for final reckoning. Science and faith collide as the fanatical Believers of Sister Miriam vie with the technological might of Prokhor Zakharov in a merciless war of destruction. Five besieged factions join the battle against Miriam's zealots as the planet Chiron prepares itself for a new era.
Author : Michael Ely
Publisher : Pocket Books/Star Trek
Page : 0 pages
File Size : 21,77 MB
Release : 2000
Category : Space colonies
ISBN : 9780671040772
After a ship malfunction leads to the death of the captain, members of the starship Unity break into factions, hindering plans for building peaceful human civilization on their new planet.
Author : Jeremiah McCall
Publisher : Routledge
Page : 198 pages
File Size : 36,72 MB
Release : 2013-06-17
Category : Education
ISBN : 1136832092
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Author : Barry Atkins
Publisher : Manchester University Press
Page : 265 pages
File Size : 23,91 MB
Release : 2024-07-30
Category : Social Science
ISBN : 1526185601
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
Author : Lorenzo DiTommaso
Publisher : Walter de Gruyter GmbH & Co KG
Page : 331 pages
File Size : 24,77 MB
Release : 2024-09-02
Category : Games & Activities
ISBN : 3110752867
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Author : Robert Houghton
Publisher : Walter de Gruyter GmbH & Co KG
Page : 230 pages
File Size : 29,53 MB
Release : 2022-10-24
Category : History
ISBN : 3110712113
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.