The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.
Using Unreal Engine 3, the authors teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game.This book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at The New York University and Arizona State University. Students enter with no prior knowledge of game making, and through the course of six intensive weeks, they finish as teams of budding game developers.
Game Audio Mixing offers a holistic view of the mixing process for games, from philosophical and psychological considerations to the artistic considerations and technical processes behind acoustic rendering, interactive mixing, mastering, and much more. This book includes a comprehensive overview of many game audio mixing techniques, processes, and workflows, with advice from audio directors and sound supervisors. Through a series of accessible insights and interviews, the reader is guided through cutting-edge tips and tricks to equip them to improve their own mixing practice. As well as covering how to plan and create a mix that is clear, focused, and highly interactive, this book provides information about typical mixing tools and techniques, such as dealing with bus structure, frequency spectrum, effects, dynamic, volume, 2D and 3D spaces, and automations. Key information about how to deal with a large number of sounds and their prioritization in the mix is also included, from high-level mixing visions to in-depth designs with sound categorizations at the core. Game Audio Mixing is essential reading for all game audio professionals, including those new to the industry, as well as experienced professionals working on AAA and indie titles, in addition to aspiring professionals and hobbyists.
This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience.
With more than a half century of Twins history, this lively, detailed book explores the personalities, events, and facts every Minnesota fan should know. It contains crucial information such as important dates, player nicknames, memorable moments, singular achievements, and signature calls. This guide to all things Twins covers Cretin-Derham Hall, the origin of Homer Hanky, and memorabilia collecting tips from Clyde "the Collector" Doepner. Updated for 2015, author Alex Halsted includes new chapters on manager Paul Molitor, star pitcher Kyle Gibson, All-Star Brian Dozier, and more!
And the GEEKS shall inherit the earth! Although it may not be good for their pasty white skin, Geeks these days are enjoying a moment in the sun. From Pop Culture to High-Tech Everything, Geeks rule and everybody else, well, drools. Drawing on his own knowledge of being a geek for almost 30 years, author Alex Langley provides essential advice for growth and survival for the modern Geek, including the top five games to play on your phone while listening to boring graduation speeches. There are also quotes and anecdotes from classic Geek gods such as Bill Gates, Sheldon Cooper, Felicia Day, "Weird" Al Yankovic and Dr. Who, that inspire all geeks to embrace not only your iPhones and Xboxes, but who you are. Let's face it, sometimes being the smartest person in the room isn't enough. And when it's not, The Geek Handbook can help. You'll discover: • Basics on social interaction, both online and off. • Fashion: just because you can wear socks and sandals doesn't mean you should. • Making friends, making dinner, making babies. • Warning signs your appliances might secretly be plotting against you. • Geeky charities that give a +1 to your Light Side score. • Geek girls: tips on interacting with or becoming one of these burgeoning beauties. So get your Geek on, and keep it on with The Geek Handbook.
Despotism on Demand draws attention to the impact of flexible scheduling on managerial power and workplace control. When we understand paid work as a power relationship, argues Alex J. Wood, we see how the spread of precarious scheduling constitutes flexible despotism; a novel regime of control within the workplace. Wood believes that flexible despotism represents a new domain of inequality, in which the postindustrial working class increasingly suffers a scheduling nightmare. By investigating two of the largest retailers in the world he uncovers how control in the contemporary "flexible firm" is achieved through the insidious combination of "flexible discipline" and "schedule gifts." Flexible discipline provides managers with an arbitrary means by which to punish workers, but flexible scheduling also requires workers to actively win favor with managers in order to receive "schedule gifts": more or better hours. Wood concludes that the centrality of precarious scheduling to control means that for those at the bottom of the postindustrial labor market the future of work will increasingly be one of flexible despotism.
The Vibrant Exchange French – No Longer Your Dull Draw! In the first book ever exclusively devoted to the Exchange French Variation, American grandmaster Alex Fishbein recognizes that the Exchange French is an opening for a player who likes active piece play, fights for the initiative, excels in positions with possibilities on both sides of the board, and finds strategic and tactical nuances that arise out of almost nothing. And if you play the French as Black, then this book will help you deal with White’s 3.exd5. Authors of French Defense books from the black perspective have recognized for a while that there is no draw here at all and have proposed lines where Black can create interesting play. Indeed, both sides can create complications. The author shows that playing “boring” moves is actually risky with both White and Black. The Exchange French is a vibrant opening, just like any other, and yet there has been very little literature showing how to play it from the white side. That void is filled with this book. While the main point of this book is to build a White repertoire, any player of the Black side of the French will benefit by reading it. A good number of the sample games end well for Black, whereas in the games in which White gains the upper hand, Fishbein is careful to note improvements for the second player. I have been playing and writing about the French Defense, including this variation, for many years, but I came across a lot that I hadn’t known in nearly every sub-variation. “I suspect that most readers of this book will be pleasantly surprised to find out how rich the play can become in the French Exchange Variation. That alone is enough to reward a careful reading, and Fishbein’s careful exposition of lines and strategies will undoubtedly translate into extra points over the board. – from the Foreword by John Watson
Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning. Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code—you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code. Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development.
Interested in iPhone and iPad apps development? Want to learn more? Whether you’re a self-taught iPhone and iPad apps development genius or have just made your way through the pages of Beginning iOS 6 Development, we have the perfect book for you. More iOS 6 Development: Further Explorations of the iOS SDK digs deeper into Apple’s latest iOS 6 SDK. Bestselling authors Dave Mark, Alex Horovitz, Kevin Kim and Jeff LaMarche explain concepts as only they can—covering topics like Core Data, peer-to-peer networking using GameKit and network streams, working with data from the web, MapKit, in-application e-mail, and more. All the concepts and APIs are clearly presented with code snippets you can customize and use, as you like, in your own apps. If you are going to write a professional iPhone or iPad app, you’ll want to get your arms around Core Data, and there’s no better place to do so than in the pages of this book. The book continues right where Beginning iOS 6 Development leaves off, with a series of chapters devoted to Core Data, the standard for Apple persistence. Dave, Alex, Kevin and Jeff carefully step through each Core Data concept and show techniques and tips specifically for writing larger apps—offering a breadth of coverage you won't find anywhere else. The Core Data coverage alone is worth the price of admission. But there's so much more! More iOS 6 Development covers a variety of networking mechanisms, from GameKit’s relatively simple BlueTooth peer-to-peer model, to the addition of Bonjour discovery and network streams, through the complexity of accessing files via the web. Dave, Alex, Kevin, and Jeff will also take you through coverage of concurrent programming and some advanced techniques for debugging your applications. The enhanced multitasking, threading, memory management and more are important. Apps are getting more and more complex, including sophisticated game apps that offer virtual or augmented reality experiences and new mapping views that take advantage of sensors and other APIs in the newest iOS 6 SDK. Whether you are a relative newcomer to iPhone and iPad or iOS development or an old hand looking to expand your horizons, there’s something for everyone in More iOS 6 Development.
The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform. Each chapter considers a component of this network—hardware, software, peripheral, or practice—that illuminates the platform's unique features as a computational system and a cultural artifact. Examining the evolution of the design and architecture of Nintendo's handhelds and home consoles, and the constraints imposed on developers and players, for example, Custodio finds that Nintendo essentially embeds nostalgia into its hardware. She explores Nintendo's expansion of the platform through interoperability; physical and affective engagement with the Game Boy Advance; portability, private space, and social interaction; the platformization of nostalgia; fan-generated content including homebrew, hacking, and hardware modding; and e-waste—the final afterlife of consumer electronics. Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.
Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.
Andrew Rapo and Alex Michael explain all the important programming concepts from a designer's point of view, making them completely accessible to non-programmers. Completely revised and rewritten this second edition will help you develop professional ActionScript 2 applications, and communicate knowledgably about current, Object Oriented ActionScript 2 techniques. Divided into four sections to take you from novice to professional results: * Flash Fundamentals: Introduces the Flash authoring environment and basic core Flash concepts. * ActionScript 2 Fundamentals: Explains basic programming concepts and terminology, and shows how ActionScript 2 classes are constructed and used. * Built-in Classes: Describes the built-in ActionScript classes that are available for use in applications, including the MovieClip class, Key class, Sound class, etc. * Using ActionScript to Build a Game: Describes the development process for creating a complex Flash application and presents commercial-quality game coding examples.
This book is based on real amateur games and shows you how an average club player can proceed through the ranks and reach master level. It is a hard struggle, nothing comes for free and your path will be strewn with set-backs and disappointments. Just like real life. Alex Dunne guides you in the more than 50 games that you will be playing and offers lots of practical, straightforward and effective advice. Slowly but surely, you will improve in all phases of the game: the opening, the middlegame and the endgame. Dunne explains when and how to activate your pieces and how to recognize and punish the errors your opponents are bound to make. At the end of the book, having absorbed these lessons, your experience, technique and confidence will have improved in such a way that your first win against a master will not come as a big surprise. After all, you will have reached master level yourself! This is an improved and extended edition of the 1992 classic, published under the same title.
This collection of games, most of them annotated, features the United States Chess Federation's premiere invitational tournament--the Absolute Championship. Features include statistical results of participants from 1976 through 2010, results of many opening variations as played in the Absolutes, yearly crosstables, biographical details of all winners and information on all participants, and indexes of players, opening variations and ECO codes.
The Art Experience: An Introduction to Philosophy and the Arts takes readers on an engaging and accessible journey that explores a series of fundamental questions about the nature of art and aesthetic value. The book’s 12 chapters explore three questions: What makes something a work of art? How should we experience art to get the most out of it? Once we understand art, how should we evaluate whether it is good or bad? Philosophical theory is illustrated with concrete examples: the paintings of Frida Kahlo, the music of Johann Sebastian Bach, the masks of the Nso people, and many others. Classic questions are balanced with cutting-edge challenges, such as Linda Nochlin’s work on the exclusion of women from the artistic canon. The Art Experience presupposes no prior knowledge of philosophy or art, and it will be of interest to any reader seeking an accessible and engaging introduction to this field. Along the way, readers learn how philosophical theories can affect our real-world experiences with painting, music, theater, and many other art forms. Key Features Accessible for any college student: assumes no knowledge of philosophy, art theory, or any artistic medium Organizes topics conceptually, rather than historically, allowing students to more easily grasp the core issues themselves rather than tracing their historical evolution Offers readers a large number of contemporary examples and a consistent focus on the way theory can affect people’s real-world experiences with art Explores questions about bias – for example, whether the artistic canon has excluded some groups unfairly and whether definitions of art are Western-biased
An optimistic exploration of how, through radical economic reform, the United Kingdom can prosper and flourish in the new global economy Taking a refreshingly realistic approach, Alex Brummer outlines how our current moment can be reshaped into an unprecedented opportunity for economic prosperity. With a new long-term approach, Britain can capitalize on the ever-changing global market, its brilliant research universities, and new technological developments. Drawing on firsthand interviews with the leading minds in business and his own expertise as a seasoned economic journalist, Brummer creates an inspiring investigation into how careful planning and innovative reform can lead to a flourishing economy after Brexit.
The question of our time: can we reclaim our lives in an age that feels busier and more distracting by the day? We've all found ourselves checking email at the dinner table, holding our breath while waiting for Outlook to load, or sitting hunched in front of a screen for an hour longer than we intended. Mobile devices and the web have invaded our lives, and this is a big idea book that addresses one of the biggest questions of our age: can we stay connected without diminishing our intelligence, attention spans, and ability to really live? Can we have it all? Alex Soojung-Kim Pang, a renowned Stanford technology guru, says yes. The Distraction Addiction is packed with fascinating studies, compelling research, and crucial takeaways. Whether it's breathing while Facebook refreshes, or finding creative ways to take a few hours away from the digital crush, this book is about the ways to tune in without tuning out.
English Unlimited is a six-level (A1 to C1) goals-based course for adults. Centred on purposeful, real-life objectives, it prepares learners to use English independently for global communication. Through universal topics and activities, and a focus on intercultural competence as a 'fifth skill', this international coursebook helps learners become more sensitive, more effective communicators. Teaching natural, dependable language, and with CEFR goals at its core, it brings real life into the classroom and gives learners the skills and strategies to communicate confidently outside it. The 'Explore' sections provide the extra ingredients for enhancing communicative ability, from further development of speaking skills to independent learning strategies. The English Unlimited Intermediate A Combo with DVD-ROM includes Coursebook Units 1 to 7 as well as the e-Portfolio and Self-Study DVD-ROM.
Volume 1 of the Inspector Stone Mysteries, containing books 4-6 Into The Fire When the Larsson Studio and its owner suffer a series of attacks, Nathan Stone must not only figure out who is responsible, he must try to lay to rest the rumours that have led to them. Rumours that have been encouraged by the local paper. Just as he is putting that case to bed a body is discovered in a burned out car in Branton Wood, a car that is connected to Kurt Walker, the man who murdered his family. Nathan must decide whether he is the right man to investigate, and figure out how a man who has been dead for nine months can be connected to a body that is only days old. Is it a coincidence, or is there something more going on? A Stone's Throw A dead body really ruins your holiday. During a much-needed break in Devon, Inspector Nathan Stone finds himself at the centre of a murder investigation when the wife of the owner of the hotel is found killed. The last person to see her alive, he must contend with the suspicions of the local police. The arrival of a storm that isolates the small village of Donningford from the outside world changes everything, however, and Nathan must take charge of the investigation. A second murder drives home a frightening fact: Nathan, the other guests, and the hotel staff are sharing a roof with a hate-filled killer who will stop at nothing to exact revenge...and to prevent the police from discovering the truth. Under Pressure Nathan Stone hasn't long got back from a holiday, but he could already do with another one. Between a murder, an unexplained drowning, a trio of assaults, a missing teen, and an interdepartmental dispute over jurisdiction, he's under so much pressure he barely has time to sleep. All of that would be bad enough without one of the assaults having occurred on his best friend, Louisa Orchard, leaving her in the same ITU where his wife died. He's determined to catch the people responsible, despite the strain that such a busy caseload and worry over his best friend is having on him. Can he keep himself together and awake long enough to solve the cases and hopefully see Louisa recover from her injuries?
Named the "2015 Self-Help Book of the Year" at the New Mexico-Arizona Book Awards In chasing "the good life," many of us sacrifice our relationships, our health, and our sanity, but at the end of the day, we still find ourselves with lives and work that bring us little fulfillment. Life isn't about the pursuit of happiness, which is superficial and fleeting. It's about meaning, which helps us realize our full potential, and knowing that our lives and work matter—regardless of circumstances. Dr. Alex Pattakos and Elaine Dundon, two bestselling authors and leaders of the Meaning Movement, give readers The OPA! Way: Finding Joy & Meaning in Everyday Life & Work. Inspired by the wisdom of ancient Greek philosophy and traditional village values, and backed by years of research, The OPA! Way provides a breakthrough approach and practical tools to renew your outlook and rejuvenate your life. Pattakos and Dundon demystify the subject of meaning by sharing insights, stories, and three core lessons to guide you on your odyssey: Connect meaningfully with Others Engage with deeper Purpose Embrace life with Attitude Stop searching for happiness and start searching for meaning. Create the life you want, The OPA! Way.
This is a comprehensive, but accessible text that introduces students to the fields of human factors and ergonomics. The book is intended for undergraduate students, written from the psychological science perspective along with various pedagogical components that will enhance student comprehension and learning. This book is ideal for those introductory courses that wish to introduce students to the multifaceted areas of human factors and ergonomics along with practical knowledge the students can apply in their own lives.
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR
Discover Nigeria, Africa's most populous country, in this thematic encyclopedia that covers everything from geography and economics to etiquette and pop culture. Part of Bloomsbury's Understanding Modern Nations series, this volume takes readers on a tour of contemporary Nigeria, helping them better understand the country and the many cultures, religions, and ethnicities that call it home. Chapters are organized thematically, examining a variety of topics, including geography, history, government, economics, religion, ethnic and social groups, gender, education, language, etiquette, food, literature and the arts, and pop culture. Each chapter begins with an overview essay, followed by a selection of encyclopedic entries that provide a more nuanced look at that facet of modern Nigeria. The main text is supplemented with sidebars that highlight additional high-interest topics. A collection of appendices rounds out the volume, offering short vignettes of daily life in the country, a glossary of key terms, statistical data, and a list of state holidays. Once a pawn of British colonialism, today Nigeria is a sovereign nation and key player on the world stage. Its vast oil resources have made it an international powerhouse and the wealthiest country on the African continent, yet political unrest and corruption, and ethnic and religious violence continue to threaten this prosperity. Nigeria is equally rich culturally, a nation where time-honored traditions mix with contemporary influences. Explore the diversity of modern Nigeria in this concise and accessible volume.
Funny and sometimes shocking stories behind the scenes of major sports events are revealed for the first time in this unusual book. Alex Cheng, president of a company in California that was the North American distributor for Omega Sports Timing, shares his observations in a candid and casual style. His company, Seagull, Inc., was involved in timing systems and scoreboards for the Olympics in Montreal and Lake Placid, Pan Am Games in Mexico City, Commonwealth Games in Edmonton, the Canada Games and many events in skiing, swimming, track and field, car racing, horse racing, rodeos, boat racing, skateboard races, firemen's musters and other sports. This book is sheer entertainment for anyone interested in a variety of sports from a new perspective or how a small company coped with a somewhat frenetic business. At the same time, you will learn fascinating sports facts that will impress your friends. For example: - Did you know runners are timed to 1/100 of a second based on the first part of the torso crossing the line? How is this decided with absolute accuracy? - Did you know the Montreal Olympics main stadium faced a grid lock of construction cranes and was only half finished when the Games began? And this is common with many Olympics! - Did you know the beeping count-down clock next to skiers about to start their race has nothing to do with their actual start time? - Have you wondered what it was like in the hockey stadium on the night of the "Miracle on Ice" victory in Lake Placid? - Do you know why Olympic style sailboat racing is amazingly similar to barrel racing in rodeos? (You won't find this anywhere else!)
Alex Horne loves words. He loves them so much, in fact, that he's gone on a mental safari and invented some of his own ... all he needs to do now is get them into the dictionary. But, as Alex discovers, gaining entry into the official lexicon takes more than just a gentle word in the ear of the editor. Evidence is required - Alex needs what the dictionary authorities call a 'corpus' of examples, hard data showing that his new words are in widespread and long-term usage by people other than just him and his mum. So a corpus he resolves to create, no matter what obstacles he might meet on the way. This is the ridiculous story of one man's struggle to break into the dictionary. From covert word-dropping on Countdown to wilfully misinforming young schoolchildren, Alex tries it all in his quest for word-based stardom. Does he succeed? Exactly what is a 'mental safari'? And are you already using one of Alex's words without realising it? You won't regret spending your hard-earned honk on this hugely entertaining book.
“A brilliant collection of puzzles. Never has getting the answer wrong felt so good!”—G. T. Karber, author of Murdle Most people get these puzzles wrong. Will you beat the odds? From mathy mind-benders to eye-fooling illusions, here are 70 perplexing puzzles of every kind. But they all have one key thing in common—a wrong answer that seems so right! In Puzzle Me Twice, you’ll have to think—and think again—to overrule your first instinct and uncover the truth. For example: If a hen and a half lays an egg and a half in a day and a half, how many eggs do half a dozen hens lay in half a dozen days?* Bestselling author Alex Bellos wrangles math and physics, logic and wordplay, optical illusions, card games, and more to tie readers’ brains in pleasurable knots. It’s a merry tour of the many ways our reasoning can go wrong—and how we can be more fool-proof in the future. Puzzle on! *Four times as many hens, over four times as many days, lay 16 times as many eggs: 1.5 × 16 = 24 eggs.
When games are this lifelike, who needs reality? It's a question Tau Ceti private eye Rich Weed has never wrestled with. He prefers his handshakes firm and his women fleshy, not pixilated. But when a missing persons case takes an unexpected turn, Rich is forced to dive into the digital world of fully immersive Brain games--and fend for his life therein. Luckily, the games aren't real, but the nefarious scheme he finds himself mired in upon logging out certainly is. With a fellow detective at his side, Rich must untangle the threads of a twisted conspiracy in pursuit of an interplanetary con artist, all while putting his neck squarely on the line. The difference is, in the real world--there are no respawns.
Shows how individuals are affected by, and respond to, economic, social, and political forces at all levels of scale: global, regional and local. It offers an inclusive picture of people in a globalizing world - men, women, children, both mainstream and marginalized citizens - not as seen from a western perspective, but as they see themselves. Core topics of physical, economic, cultural, and political geography are examined from a contemporary perspective, based on authoritative insights from recent geographic theory and examples from countries from around the world.
Team Building and Leadership Coaching with Virtual Worlds New collaborative technologies to keep your company competitive, productive, and efficient With the business landscape changing every day, companies need training solutions that are not only cost-efficient, but engaging, quantifiable and global. Learn how virtual worlds can help you create training and recruitment programs that attract quality talent, build great teams, and connect a global workforce - all for less than your current training budget. Training and Collaboration with Virtual Worlds walks you through the available technologies, helps you match virtual tools to your organizational needs, and shows why these programs have already taken off at leading companies. Learn why leading companies like IBM, TMP Worldwide, Michelin, Intel, Microsoft and others are going virtual: Revitalize recruitment and new hire orientation to improve employee quality, productivity and retention Conduct worldwide training in real time, minimizing costs and time Reduce travel while efficiently managing geographically dispersed teams Break down dangerous or complex training procedures into manageable simulations Experts agree that within five years, the 3D Internet will become as important to companies as the Web is today. Training and Collaboration with Virtual Worlds will put your company ahead of that curve - with great results. Access the latest information and resources on www.TheVirtualWorldsBook.com
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