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Snowboarding Video Games: Snowboard Kids 2, 1080 Snowboarding, Snowboard Kids Plus, Ssx Tricky, Sbk: Snowboard Kids, Shaun White Snowboarding $14.14 Purchase includes free access to book updates online and a free trial membership in the publisher”s book club where you can select from more than a million books without charge. Chapters: Snowboard Kids 2, 1080 Snowboarding, Snowboard Kids Plus, Ssx Tricky, Sbk: Snowboard Kids, Shaun White Snowboarding, Ssx on Tour, Ssx 3, Evolution Snowboarding, Ssx Blur, 1080 Avalanche, Amped 2, Stoked, Dark Summit, We Ski |
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Play-By-Play Snowboarding $25.95 Buy and sell [Play-By-Play Snowboarding] at great prices. |
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Snowboarding $16.84 In the complex world of the 21st century, the ability to use innovation to solve problems or make products better is a critical skill for kids to possess. This book uses a sport kids love, snowboarding, to highlight how innovation has been used to make the sport and the people who play it, better. |
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Games Online for Dummies $3.48 Lead your crack military forces against evil empires. Scream around racetracks at mind-boggling speeds. Solve puzzles that have mystified minds for aeons. It’s all right here in Games Online For Dummies, the latest and greatest guide to game-playing online from gaming expert John Kaufeld. With direct links to the hottest games on the Net and a wealth of gaming tips, Games Online For Dummies takes you on an exciting online tour of the Wild Net Yonder. Play games on major game sites (such as the Internet Gaming Zone, HEAT.NET, and Mplayer) or trick commercial games into playing through the Internet. Figure out what to play, when to play, and how to play with Kaufeld’s Internet Directory, or join the online gaming communities inside America Online and CompuServe. Here’s your all-in-one gaming guide to online fun. Plus, the book’s companion CD-ROM features multiplayer demos of StarCraft, HardBall 6, Age of Empires, You Don’t Know Jack, and more! |
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Complete Idiot’s Guide to Playing Games Online (Complete Idiot’s Guide) $3.98 The Complete Idiot’s Guide to Playing Games Online steers you safely through the wild world of Web gaming. You’ll learn what games are available online right now, get a sneak peek at the enticing online games just around the corner, and learn how to have more fun gaming online with real people, rather than battling a silicon opponent all by yourself. Expert authors explain the sudden surge in persistent online game worlds, point you to gaming sites you won’t find with the typical search engine, and analyze the best–and worst–of the many pay-for-play sites. Plus, they’ll point you to a few places to play for free as well. |
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Games And Simulations in Online Learning $81.48 Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere, on Web sites, in stores, streamed to the desktop, on television, they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources. |
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Networking and Online Games $98.98 The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network’s capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering. |
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Games to Play $29.11 Games to Play |
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Golfgames: The Games We Play (Book) by Rich Ussak $10.22 Contains 110 golf gambling games with sample scorecards to keep your golf game competitive and interesting. The book is divided into four sections of games: simple games; team games; higher levels of betting; and club functions & tournaments. This is a great book to carry in your golf bag and is a great gift item for your favorite golfer. Rich Ussak became a caddie at the age of 13. As a caddie he learned how to play golf, talk golf and bet golf. Rich never made it to the Professional Tour, he plays with a 14 handicap, but he learned the games of golf well. Length: 130 pages. |
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Exploiting Online Games $31.98 "Imagine trying to play defense in football without ever studying offense. You would not know when a run was coming, how to defend pass patterns, nor when to blitz. In computer systems, as in football, a defender must be able to think like an attacker. I say it in my class every semester, you don’t want to be the last person to attack your own system–you should be the first."The world is quickly going online. While I caution against online voting, it is clear that online gaming is taking the Internet by storm. In our new age where virtual items carry real dollar value, and fortunes are won and lost over items that do not really exist, the new threats to the intrepid gamer are all too real. To protect against these hazards, you must understand them, and this groundbreaking book is the only comprehensive source of information on how to exploit computer games. Every White Hat should read it. It’s their only hope of staying only one step behind the bad guys."–Aviel D. Rubin, Ph.D.Professor, Computer ScienceTechnical Director, Information Security InstituteJohns Hopkins University"Everyone’s talking about virtual worlds. But no one’s talking about virtual-world security. Greg Hoglund and Gary McGraw are the perfect pair to show just how vulnerable these online games can be."–Cade MetzSenior EditorPC Magazine"If we’re going to improve our security practices, frank discussions like the ones in this book are the only way forward. Or as the authors of this book might say, when you’re facing off against Heinous Demons of Insecurity, you need experienced companions, not to mention a Vorpal Sword of Security Knowledge."–Edward W. Felten, Ph.D.Professor of Computer Science and Public AffairsDirector, Center for Information Technology PolicyPrinceton University"Historically, games have been used by warfighters to develop new capabilities and to hone existing skills–especially in the Air Force. The authors turn this simple concept on itself, making games themselves the subject and target of the ‘hacking game,’ and along the way creating a masterly publication that is as meaningful to the gamer as it is to the serious security system professional."Massively distributed systems will define the software field of play for at least the next quarter century. Understanding how they work is important, but understanding how they can be manipulated is essential for the security professional. This book provides the cornerstone for that knowledge."–Daniel McGarveyChief, Information Protection DirectorateUnited States Air Force"Like a lot of kids, Gary and I came to computing (and later to computer security) through games. At first, we were fascinated with playing games on our Apple ][s, but then became bored with the few games we could afford. We tried copying each other’s games, but ran up against copy-protection schemes. So we set out to understand those schemes and how they could be defeated. Pretty quickly… |
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Competitive Play Solutions: Games for the Game (DVD) $39.99 with Mary Wise, University of Florida Head Volleyball Coach, 2X AVCA National Coach of the Year! In this competitive games presentation, Mary Wise shares 13 of her favorite competitive games. Each game has a unique and/or specific focus on essential fundamental skills of the game. What makes this DVD unique is the fact that each one of the 13 games Wise teaches and coaches is played out to completion so that you too can teach and coach the game through its finale! The games develop a number of focus areas: three contacts on a side, serve receive, defense to offense transition, hitting and blocking, serving, wash drills, team serve reception, digging, error corrections, passing and setting; all in competitive, game-like situations. These competitive situations will help you prepare your team for matches by teaching them to transition individual skill development into team play! 45 minutes. 2005. |
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Ubisoft Shaun White Snowboarding $19.99 Single Player Multiplayer Software Dolby 5.1 Surround HDTV 720p 52430 www.ubi.com Shaun White Snowboarding lets you enter a snowboarding world of total freedom on . You can create your own experience in this game, and choose how, where, and with whom you want to ride. Xbox 360 Open World Mountains: Choose how you ride in four open-world mountains across the world: Conquer the extreme peak conditions, create your own paths in the back country, or compete with fellow riders in the terrain parks. Seamless Multiplayer Experience: Play in a world where your friends are always around. Transition seamlessly between single-player and multiplayer. Do your own runs on mountains populated by real gamers, or join your friends for a quick session from any mountain. More than Just Snowboarding: Have fun with your friends on and off the board: Throw snowballs, hike to access secret spots, push trees to create paths, film your friends doing crazy tricks. You can also upload your videos online to share with your friends. Ride Your Way: Express yourself through tricks, riding styles, and highly customizable avatars both in single-player and in the online world. Next-Gen Technology: Built on the Assassin’s Creed engine, this game creates a massive world with gorgeous visuals and realistic NPC interaction. This is also the first time a snowboarding game is completely driven by physics instead of animation. Ride with Shaun: Ubisoft has worked closely with Shaun White to infuse the gaming experience with authenticity, personality, and humor. Shaun will be your friend and mentor, help you improve your skills, and be always around for a laugh. Ubisoft Entertainment Shaun White Snowboarding Shaun White Snowboarding Sports Game Game Ubisoft E10+ (Everyone 10 and older) |
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Man, Play and Games $12.98 According to Roger Caillois, play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." In spite of this–or because of it–play constitutes an essential element of human social and spiritual development. In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent’s action–or to the play situation–that is free within the limits set by the rules. Caillois qualifies types of games– according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant–and ways of playing, ranging from the unrestricted improvisation characteristic of children’s play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash’s superb English translation, Man, Play and Games is a companion volume to Caillois’s Man and the Sacred. |

