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12 results for request «drew davidson»

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In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, oth...

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13 downloads
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This text is an introduction to the future of mass media and mass communications – cross-­media communications. Cross-­media is explained through the presentation and analysis of contemporary examples and project-­based tutorials in cross-­media devel...

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14 downloads
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stories in between: narratives and mediums @ play is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media from games to books to comics to games. Along the way, ...

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Following on Well Played 1.­0, this book is full of in-­depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrat...

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7 downloads
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What makes a game good? or bad? or better?
Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done.
This book is full of in-­depth close rea...

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4 downloads
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This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. The contributors orchestrated this collection together, reading and writing as a whole so that concepts resonate across articles. Thr...

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3 downloads
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Author:

Following on Well Played 1.­0 and 2.­0, this book will also be full of in-­depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detai...

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3 downloads
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The full-­color guide to shooting great video with the Flip Video cameraThe inexpensive Flip Video camera is currently one of the hottest must-­have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-­start guide, it lacks a how-­to manual, and this full-­color book fills that void! Packed with full-­color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edit it and share your Flip Video movies.­Walks you through the basics of using a Flip Video camera and connecting it to your Mac or PCExplains how to shoot footage indoors, outdoors, and even underwaterCovers editing video footage using FlipShare, Windows Movie Maker, or iMovieShows you how to share Flip Video movies or upload them to YouTube, Facebook, and other sitesYou'll flip out when you . . .

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This is a unique text exploring the interplay between stories and media. The discussion focuses around the Myst narrative as it moves across media from games to books to comics to games. Along the way, the text also discusses the Sandman comics, and the hypermedia of Ultima Online and MitterNachtSpiel. This text was created hypertextually to exist online as a website with an inter-­related book.

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This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and text

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Author:

Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-­depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.­” The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.

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