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The Riddle of Scheherazade: And Other Amazing Puzzles

ISBN: 9780156006064

61,07 PLN (BRUTTO)
"The most entertaining logician and set theorist who ever lived" (Martin Gardner) gives us an encore to The Lady or the Tiger?-a fiendishly clever, utterly captivating new collection of 225 brainteasers, puzzles, and paradoxes.

A Primer of Chess

ISBN: 9780156028073

55,40 PLN (BRUTTO)
A basic manual of chess by the master Jose Raul Capablanca, regarded as one of the half dozen greatest players ever. Capablanca was noted especially for his technical mastery, and in this book he explains the fundamentals as no one else could. Diagrams.

Oxford Crossword Dictionary

ISBN: 9780192807113

88,02 PLN (BRUTTO)

Language Teaching Games and Contests

ISBN: 9780194327169

85,97 PLN (BRUTTO)
This book presents language games for a whole class, groups, and pairs.

America in 1857: A Nation on the Brink

ISBN: 9780195074819

212,98 PLN (BRUTTO)
It was a year packed with unsettling events. The Panic of 1857 closed every bank in New York City, ruined thousands of businesses, and caused widespread unemployment among industrial workers. The Mormons in Utah Territory threatened rebellion when federal troops approached with a non-Mormon governor to replace Brigham Young. The Supreme Court outraged northern Republicans and abolitionists with the Dred Scott decision ("a breathtaking example of judicial activism"). And when a proslavery minority in Kansas

Betting Their Lives: The Close Relations of Problem Gamblers

ISBN: 9780195430592

223,58 PLN (BRUTTO)
There are now more ways than ever to gamble-casinos, corner stores, the internet-and as a result, there are also ever more "problem gamblers," individuals who gamble compulsively to their own detriment. While gambling is promoted as fun and glamorous, the reality is usually very different. Studies suggest that some 1 in 50 adults, or roughly 480,000 Canadians, have a gambling problem. So it is time to take a new and careful look at how gambling affects the lives of all these people.
Problem gambling has

The A-Z of Card Games

ISBN: 9780198608707

80,80 PLN (BRUTTO)
This fascinating dictionary tells you how to play almost any card game popular in the Western world. Besides classics like Bridge and Poker, it also includes famous historical games, popular folk games, and even Tarot games. With hundreds of games to explore and enjoy, David Parlett's book will be invaluable to anyone planning a card evening with friends.
Now in a fully revised and updated second edition, its broad coverage includes all the popular and classic games: Bridge, Canasta, Hearts, Poker, Rumm

Cows in the Maze: And Other Mathematical Explorations

ISBN: 9780199562077

65,60 PLN (BRUTTO)
Following on the success of his books Math Hysteria and How to Cut a Cake, Ian Stewart is back with more stories and puzzles that are as quirky as they are fascinating, and each from the cutting edge of the world of mathematics.
From the math of mazes, to cones with a twist, and the amazing sphericon--and how to make one--Cows in the Maze takes readers on an exhilarating tour of the world of mathematics. We find out about the mathematics of time travel, explore the shape of teardrops (which are not tear

Playing Along: Music, Video Games, and Networked Amateurs

ISBN: 9780199753451

424,26 PLN (BRUTTO)
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" w

The Mensa Genius Quiz Book

ISBN: 9780201059595

50,10 PLN (BRUTTO)
Are You a Genius? Let the "Mensa Genius Quiz Book" help you find out. This collection of quizzes, puzzles, games, and strategies is guaranteed to tax your intelligence, provide hours of entertainment, and make you jumping-up-and-down-crazy for the right answers.You need an I.Q. in the top two percent of the population to join "Mensa, " but with the sample tests inside you can see how you'd rate alongside such famous M's (as Mensans call themselves) as R. Buckminster Fuller. You'll also find tips from "Mensa

The Mensa Genius Quiz-A-Day Book

ISBN: 9780201135497

52,68 PLN (BRUTTO)
Test your wits with this all-new collection of mindbusters from Mensa, the high-IQ society. Master puzzler Abbie Salny provides a fun brainteaser, logic twister, math mystery, or word game for every day of the year. Whether you're mathematically, verbally, or visually inclined, you're sure to find twelve months' worth of exciting challenges inside.Included with each puzzle's solution is the percentage of Mensa members who answered it correctly, so you can score yourself against the people with the high IQs.

Mensa Genius A-B-C Quiz Book

ISBN: 9780201311358

52,81 PLN (BRUTTO)
More than half a million readers have taken up the challenge of the "Mensa Genius Quiz Books." Now this all-new collection of word games supplies more mind-bending, cranium-crunching fun for all.Every puzzle in "The Mensa Genius A-B-C Quiz Book" is built around letters, words, and common phrases. These brainteasers make us view words in new ways, stretching our vocabularies and untwisting our tongues. Each quiz has been tested by members of American Mensa, so you can compare scores. Be warned--these puzzles

Build Your Own PC Game in Seven Easy Steps: Using Visual Basic

ISBN: 9780201489118

159,16 PLN (BRUTTO)
Build Your Own PC Game in Seven Easy Steps teaches you the skills youneed to start programming good PC games for Windows(TM). Step by step, you'llsee how to pull a game together. The first step is deciding what type of game to program (adventure, arcade, orthe ubiquitous other), and move on to planning your game, prototyping it, andproviding for interactivity with the player. Then you'll learn to incorporategraphics, use animation and 3D effects, and add music and sound. The final stepis getting your game r

Digital Illusion: Entertaining the Future with High Technology

ISBN: 9780201847802

193,60 PLN (BRUTTO)
<P>Digital Illusion represents entertainment in the age of powerful computers and unlimited imaginat

Poker Nation: A High-Stakes, Low-Life Adventure Into the Gambling Country

ISBN: 9780224069106

95,77 PLN (BRUTTO)

Journalist and poker fanatic Andy Bellin takes readers on a raucous journey into the shut-up-and-deal world of professional poker. From basement games to the World Series of Poker in Las Vegas, you'll look over his shoulder as he learns to count cards, read a legendary player's body language, hang in there when the chips are down, and take his beatings like a man. Even if you don't know the difference between a flop and a river card, Bellin keeps you in the game with his portraits of the colorful players


The Kings of New York: A Year Among the Geeks, Oddballs, and Geniuses Who Make Up America's Top High School Chess Team

ISBN: 9780224077712

84,14 PLN (BRUTTO)
An award-winning sportswriter takes you inside a year with the nation's top high school chess team.

With strict admission standards and a progressive curriculum, Brooklyn's Edward R. Murrow High School has long been one of New York's public-education success stories, serving a diverse neighborhood of immigrants and minorities and ranking among the nation's best high schools. At Murrow, there are no sports teams, and the closest thing to jocks are found on the school's powerhouse chess team, which annual


The Kings of New York: A Year Among the Geeks, Oddballs, and Geniuses Who Make Up America's Top High School Chess Team

ISBN: 9780224077729

95,77 PLN (BRUTTO)
An award-winning sportswriter takes you inside a year with the nation's top high school chess team.

With strict admission standards and a progressive curriculum, Brooklyn's Edward R. Murrow High School has long been one of New York's public-education success stories, serving a diverse neighborhood of immigrants and minorities and ranking among the nation's best high schools. At Murrow, there are no sports teams, and the closest thing to jocks are found on the school's powerhouse chess team, which annual


Reality Is Broken: Why Games Make Us Better and How They Can Change the World

ISBN: 9780224089258

145,19 PLN (BRUTTO)
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking explorati

Synthetic Worlds: The Business and Culture of Online Games

ISBN: 9780226096278

65,73 PLN (BRUTTO)
From "EverQuest" to "World of Warcraft," online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours--and dollars--partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar

Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears

ISBN: 9780230545441

407,89 PLN (BRUTTO)
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researchin

A Display of Lights (9): The Lives and Puzzles of the Telegraph's Six Greatest Cryptic Crossword Setters

ISBN: 9780230714465

63,02 PLN (BRUTTO)

"A Display of Lights (9)*" is not just a collection of classic puzzles, it is also a history of the crossword itself and a joint biography of six of its most talented practitioners.

Far from the closeted intellectuals you might expect, these puzzlers have had extraordinary lives, some tragic, some awe-inspiring; all are fascinating (one was arrested under suspicion of supplying secrets to the Nazis through his clues). Val Gilbert tells the life story of each alongside an explanation of what makes th


The Columbia Quiz Book

ISBN: 9780231080798

101,05 PLN (BRUTTO)
With questions drawn from the "The Columbia Encyclopedia," this "Quiz Book" provides hours of fun an

Countdown Book of Puzzles and Games: Over 100 Quizzes, Puzzles and Games Designed to Help Improve Your Countdown Performance

ISBN: 9780233050638

64,01 PLN (BRUTTO)
Channel Four's flagship quiz show is appointment television for millions of viewers, young and old. Countdown blends the skills of wordsmiths and number crunchers to create a winning formula that remains unmissable twenty years after it was first broadcast on Channel Four. Packed full of crosswords, word searches and number puzzles, this book will help you increase your vocabulary, improve your observation skills, and sharpen your mental arithmetic. Drawing on all the elements of Countdown, from letters and

Countdown Puzzle Book 3

ISBN: 9780233050799

52,81 PLN (BRUTTO)
The first face to appear on Channel Four was Richard Whiteley's and, over 3,250 episodes later, "Countdown" is still addictive. This book contains 1,000 more Countdown puzzles, created by the show's producers Michael Wylie and Damian Eadie. There are three letters games, a numbers game and a conundrum on every page--all fun, but not for the fainthearted It's all packed into a handy pocket-sized format that means you can have your Countdown fix at any time of day, wherever you are.

Building Interactive Worlds in 3D: Virtual Sets and Pre-Visualization for Games, Film & the Web [With CDROM]

ISBN: 9780240806228

189,84 PLN (BRUTTO)
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just ge

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

ISBN: 9780240811468

117,06 PLN (BRUTTO)
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthus

Racing the Beam: The Atari Video Computer System

ISBN: 9780262012577

78,52 PLN (BRUTTO)

The Atari Video Computer System dominated the home video game market socompletely that "Atari" became the generic term for a video game console.The Atari VCS was affordable and offered the flexibility of changeable cartridges.Nearly a thousand of these were created, the most significant of which establishednew techniques, mechanics, and even entire genres. This book offers a detailed andaccessible study of this influential video game console from both computational andcultural perspectives. Studies of di


A Casual Revolution: Reinventing Video Games and Their Players

ISBN: 9780262013376

83,69 PLN (BRUTTO)

The phenomenal popularity of the Nintendo Wii, Guitar Hero, and smallergames like Bejeweled or Zuma, has turned the stereotype of the obsessed young malegamer on its head. Players of these casual games are not required to possess anintimate knowledge of video game history or to devote hours or days to play. At thesame time, many players of casual games show a dedication and skill that is anythingbut casual. In A Casual Revolution, Jesper Juul describes this as a reinvention ofvideo games, and of our imag


Newsgames: Journalism at Play

ISBN: 9780262014878

83,69 PLN (BRUTTO)

Journalism has embraced digital media in its struggle to survive. Butmost online journalism just translates existing practices to the Web: stories arewritten and edited as they are for print; video and audio features are produced asthey would be for television and radio. The authors of Newsgames propose a new wayof doing good journalism: videogames. Videogames are native to computers rather thana digitized form of prior media. Games simulate how things work by constructinginteractive models; journalism a


In-Game: From Immersion to Incorporation

ISBN: 9780262015462

129,04 PLN (BRUTTO)

Digital games offer a vast range of engaging experiences, from the sereneexploration of beautifully rendered landscapes to the deeply cognitive challengespresented by strategic simulations to the adrenaline rush of competitive team-basedshoot-outs. Digital games enable experiences that are considerably different from areader's engagement with literature or a moviegoer's experience of a movie. InIn-Game, Gordon Calleja examines what exactly it is that makes digital games souniquely involving and offers a


Game Theory and the Social Contract: Playing Fair

ISBN: 9780262023634

302,17 PLN (BRUTTO)

In Game Theory and the Social Contract, Ken Binmore argues that gametheory provides a systematic tool for investigating ethical matters. Hisreinterpretation of classical social contract ideas within a game-theoreticframework generates new insights into the fundamental questions of socialphilosophy. He clears the way for this ambitious endeavor by first focusing onfoundational issues -- paying particular attention to the failings of recentattempts to import game -- theoretic ideas into social and politica


Unit Operations: An Approach to Videogame Criticism

ISBN: 9780262025997

166,51 PLN (BRUTTO)

In Unit Operations, Ian Bogost argues that similar principles underlieboth literary theory and computation, proposing a literary-technical theory that canbe used to analyze particular videogames. Moreover, this approach can be appliedbeyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis withexamples from all these fields. The mar


Persuasive Games: The Expressive Power of Videogames

ISBN: 9780262026147

161,98 PLN (BRUTTO)

Videogames are an expressive medium, and a persuasive medium; theyrepresent how real and imagined systems work, and they invite players to interactwith those systems and form judgments about them. In this innovative analysis, IanBogost examines the way videogames mount arguments and influence players. Drawing onthe 2,500-year history of rhetoric, the study of persuasive expression, Bogostanalyzes rhetoric's unique function in software in general and videogames inparticular. The field of media studies alr


Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming

ISBN: 9780262113199

96,61 PLN (BRUTTO)

Ten years after the groundbreaking From Barbie to Mortal Kombathighlighted the ways gender stereotyping and related social and economic issuespermeate digital game play, the number of women and girl gamers has risenconsiderably. Despite this, gender disparities remain in gaming. Women may bewarriors in World of Warcraft, but they are also scantily clad "boothbabes" whose sex appeal is used to promote games at trade shows.Player-generated content has revolutionized gaming, but few games marketed to girlsa


Video Game Spaces: Image, Play, and Structure in 3D Worlds

ISBN: 9780262141017

154,66 PLN (BRUTTO)
Choice Outstanding Academic Title, 2009.The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In "Video Game Spaces, " Michael Nitsche investigates what this shift means for video game design and analysis.Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds t

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

ISBN: 9780262162579

96,61 PLN (BRUTTO)

Play communities existed long before massively multiplayer online games;they have ranged from bridge clubs to sports leagues, from tabletop role-playinggames to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within onlinegames and virtual worlds. Players in these networked worlds sometimes develop asense of community that transcends the game itself. In Communities of Play, gameresearcher and designer Celia Pearc


Handbook of Computer Game Studies

ISBN: 9780262182409

220,55 PLN (BRUTTO)

New media students, teachers, and professionals have long needed acomprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and culturalcontext. The Handbook of Computer Game Studies fills this need with a definitivelook at the subject from a broad range of perspectives. Contributors come fromcognitive science and artificial intelligence, developmental, social, and clinicalpsychology, history, film, theater, and lite


Chess Metaphors: Artificial Intelligence and the Human Mind

ISBN: 9780262182676

83,69 PLN (BRUTTO)

When we play the ancient and noble game of chess, we grapple with ideasabout honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives.Chess is an activity in which we deploy almost all our available cognitiveresources; therefore, it makes an ideal laboratory for investigation into theworkings of the mind. Indeed, research into artificial intelligence (AI) has usedchess as a model for intelligent behavior si


The Ecology of Games: Connecting Youth, Games, and Learning

ISBN: 9780262195751

143,25 PLN (BRUTTO)

In the many studies of games and young people's use of them, little hasbeen written about an overall "ecology" of gaming, game design andplay--mapping the ways that all the various elements, from coding to socialpractices to aesthetics, coexist in the game world. This volume looks at games assystems in which young users participate, as gamers, producers, and learners. TheEcology of Games (edited by Rules of Play author Katie Salen) aims to expand uponand add nuance to the debate over the value of games--


Third Person: Authoring and Exploring Vast Narratives

ISBN: 9780262232630

172,97 PLN (BRUTTO)

The ever-expanding capacities of computing offer new narrativepossibilities for virtual worlds. Yet vast narratives--featuring an ongoing andintricately developed storyline, many characters, and multiple settings--did notoriginate with, and are not limited to, Massively Multiplayer Online Games. ThomasMann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel'sSpiderman, and the complex stories of such television shows as Dr. Who, TheSopranos, and Lost all present vast fictional worlds.


Play Between Worlds: Exploring Online Game Culture

ISBN: 9780262512626

63,02 PLN (BRUTTO)

In Play Between Worlds, T. L. Taylor examines multiplayer gaming life asit is lived on the borders, in the gaps--as players slip in and out of complexsocial networks that cross online and offline space. Taylor questions the commonassumption that playing computer games is an isolating and alienating activityindulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), inwhich thousands of players participate in a virtual game world in real time, are infact actively designed for sociabi


Cheating: Gaining Advantage in Videogames

ISBN: 9780262513289

88,77 PLN (BRUTTO)

The widely varying experiences of players of digital games challenge thenotions that there is only one correct way to play a game. Some players routinelyuse cheat codes, consult strategy guides, or buy and sell in-game accounts, whileothers consider any or all of these practices off limits. Meanwhile, the gameindustry works to constrain certain readings or activities and promote certain waysof playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can


The Civic Potential of Video Games

ISBN: 9780262513609

70,47 PLN (BRUTTO)

This report focuses on the civic aspects of video game play among youth.According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically"disengaged," meaning that they participated in fewer than two types of eitherelectoral activities (defined as voting, campaigning, etc.) or civic activities (forexample, volunteering). Kahne and his coauthors are interested in what role videogames may or may not play in this disengagement.Until now, most research in thefield has considered how video g


Persuasive Games: The Expressive Power of Videogames

ISBN: 9780262514880

88,77 PLN (BRUTTO)

Videogames are an expressive medium, and a persuasive medium; theyrepresent how real and imagined systems work, and they invite players to interactwith those systems and form judgments about them. In this innovative analysis, IanBogost examines the way videogames mount arguments and influence players. Drawing onthe 2,500-year history of rhetoric, the study of persuasive expression, Bogostanalyzes rhetoric's unique function in software in general and videogames inparticular. The field of media studies alr


Half-Real: Video Games Between Real Rules and Fictional Worlds

ISBN: 9780262516518

88,77 PLN (BRUTTO)

A video game is half-real: we play by real rules while imagining afictional world. We win or lose the game in the real world, but we slay a dragon(for example) only in the world of the game. In this thought-provoking study, JesperJuul examines the constantly evolving tension between rules and fiction in videogames. Discussing games from Pong to The Legend of Zelda, from chess to Grand TheftAuto, he shows how video games are both a departure from and a development oftraditional non-electronic games. The b


Handbook of Computer Game Studies

ISBN: 9780262516587

129,04 PLN (BRUTTO)

New media students, teachers, and professionals have long needed acomprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and culturalcontext. The Handbook of Computer Game Studies fills this need with a definitivelook at the subject from a broad range of perspectives. Contributors come fromcognitive science and artificial intelligence, developmental, social, and clinicalpsychology, history, film, theater, and lite


Digital Culture, Play, and Identity: A World of Warcraft(r) Reader

ISBN: 9780262516693

60,43 PLN (BRUTTO)

World of Warcraft is the world's most popular massively multiplayeronline game (MMOG), with (as of March 2007) more than eight million activesubscribers across Europe, North America, Asia, and Australia, who play the game anastonishing average of twenty hours a week. This book examines the complexity ofWorld of Warcraft from a variety of perspectives, exploring the cultural and socialimplications of the proliferation of ever more complex digital gameworlds. Thecontributors have immersed themselves in the


Supercade: A Visual History of the Videogame Age 1971-1984

ISBN: 9780262524209

114,70 PLN (BRUTTO)

It was a time when technology was king, status was determined by yourhigh score, and videogames were blitzing the world...From Pong to Pac-Man, Asteroidsto Zaxxon--more than fifty million people around the world have come of age withinthe electronic flux of videogames, their subconscious forever etched with imagesprojected from arcade and home videogame systems.From the first interactive blips ofelectronic light at Brookhaven National Labs and the creation of Spacewar at theMassachusetts Institute of Te


Unit Operations: An Approach to Videogame Criticism

ISBN: 9780262524872

92,86 PLN (BRUTTO)

In Unit Operations, Ian Bogost argues that similar principles underlieboth literary theory and computation, proposing a literary-technical theory that canbe used to analyze particular videogames. Moreover, this approach can be appliedbeyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis withexamples from all these fields. The mar


The Ecology of Games: Connecting Youth, Games, and Learning

ISBN: 9780262693646

81,45 PLN (BRUTTO)

In the many studies of games and young people's use of them, little hasbeen written about an overall "ecology" of gaming, game design andplay--mapping the ways that all the various elements, from coding to socialpractices to aesthetics, coexist in the game world. This volume looks at games assystems in which young users participate, as gamers, producers, and learners. TheEcology of Games (edited by Rules of Play author Katie Salen) aims to expand uponand add nuance to the debate over the value of games--

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