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  1. Kyle Mawer - Digital Play: Computer Games and Language Aims (Delta Teacher ...
    "Digital Play" is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers: guidance on taking on the challenge of the digital revolution; insight into how learners engage with gaming outside the classroom; and advice and activities for effectively bringing the world of gaming inside the classroom. "Digital Play" contains three distinctive parts which focus in turn on theory, practice and development: Part A examines the role of computer games in society, in education in general and in language teaching in particular, dismissing stereotypes and suggesting ways of implementing games with language learners. Part B consists of a bank of step-by-step activities showing how to use digital play in the classroom. Activities cover different possible classroom scenarios - from no available technology, through one computer and a projector to multiple computers - and they all have the common aim of helping learners improve their knowledge and use of the foreign language, covering all four language skills.Part C shows the teacher how to integrate digital play activities into the wider environment of the syllabus and the school, and suggests ways of developing personally and professionally as teachers of the 21st century.
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  2. T. L. Taylor - Raising the Stakes: E-Sports and the Professionalization of ...
    Raising the Stakes Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming... Full description
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  3. Anthony Cabot - Regulating Internet Gaming: Challenges and Opportunities
    Regulating Internet Gaming Internet gaming sparks controversy from corporate board rooms to legislative hallways. Unlike traditional casinos, the Internet permits people to engage in gaming activities from virtually anywhere over computers and mobile devices. Governments and policy makers looking at this activity struggle with such questions as whether regulation can assure that Internet gaming can be restricted to adults, the games offered are fair and honest, and players will be paid if they win. This book is a timely collection of eleven chapters discussing key considerations and model approaches to internet gaming regulation and outlining the important questions and emerging answe...
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  4. Mr Christian Clarke - The Ultimate Guide to Amiga PD Games
    Despite its untimely bankruptcy in 1994, the Commodore range of Amiga computers still prove a popular choice of hardware for bedroom programmers to create games on with some still developing software for release in 2014. The best selling Amiga 500 model was released in 1987 and its popularity led to hundreds if not thousands of public domain (PD) and shareware games being released, with many titles being superior to their commercial rivals. This book showcases the very best of these games as well as those released on Commodore's financially doomed successor, the Amiga 1200. Contained within the pages of this book are 200 mini reviews of arcade perfect conversions, high quality point and click adventures, classic beat em ups, adrenaline pumping shooters and charming 2D platform games. There are also many innovative titles which could only be found within the PD / shareware market, such as Jeff Minter's Revenge of the Mutant Camels, where you control a camel firing at exploding sheep and skiing kangaroos. The book also contains two exclusive interviews with Amiga shareware programmers David Cruickshank and Michael Welch, the talent behind shareware classics Alien Fish Finger and Scorched Tanks. For Amiga fans, this book is must have reference book providing key information on over twenty five years of shareware / PD releases. For those interested in gaming generally the book contains a rich history of games, many of which have been developed and transported to modern technology, especially the booming mobile phone game market.
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  5. Phillip Penix-tadsen - Cultural Code: Video Games and Latin America
    Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America -- the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
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  6. Chris Watters - The Gamer's Bucket List: The 50 Video Games to Play Before ...
    From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you ll want to play, and why you ll want to play them."
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  7. Benjamin Gilad PhD - Business War Games: How Large, Small, and New ...
    In a global, complex, and competitive world, developing a plan without testing it against market reaction is like walking blind into a minefield. War gaming is a metal detector for a company. Yet war games run by the large consulting firms are kept secret and cost millions. For the first time, this book makes them accessible to every product and brand manager, every project leader, every marketing professional, and every planner, no matter how small or large the company. Business War Games will show you in steps and practical detail: * How to decide if war gaming is right for you * Which decisions call for war gaming * How to prepare, organize, and run a realistic and inexpensive war game * How to predict competitor moves with accuracy and little information * Why you do not need computers, consultants, software, or a PhD in math to do it well This book is your bible of how to stay one step ahead of your competitors. Do not leave home without it.
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  8. John Arthur Bower - Probability for the Game Player Book Two: Probability ...
    This is a book for those interested in probability for study or who play games, look at sport statistics or develop games and wonder about the probability aspects. Some knowledge of arithmetic and maths at upper school level is useful but not essential. In this volume (Book Two: Probability Devices, influences and Game Play), the foundation material of Book One (Probability Basics) is applied in further exploration of games. Puzzles and games with coins, dice, cards, lotteries and some sport games are included. Sections deal with probability aspects of games, then move on to the randomizing devices, each of which has a chapter on game application. These cover table top games (including board games), casino games and some reference to video counterparts on computers, consoles and tablets. There is extensive use of spreadsheet functions and some simulation (with Excel(r) (2010) for Windows (r), no macros). Highlights: avoids detailed math wherever possible Suitable for readers interested in probability in general or for study, who want an introduction to probability within game, gaming and general probability puzzle aspects Provides Excel(r) spreadsheet formulae and function implementation Includes examples from common games with dice, card games, casino games, lottery, bingo and sport games"
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  9. Jamie Lendino - Breakout: How Atari 8-Bit Computers Defined a Generation
    Atari 8-bit computers are the first machines that truly bridged the divide between video game pla....

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  11. Caesar Lincoln - Internet Addiction: The Ultimate Guide for How to ...
    Discover How To Finally Overcome Your Internet Addiction! Read on your PC, Mac, smart phone, tablet or Kindle device! You're about to discover a proven strategy on how to overcome your internet addiction and take back your life. Millions of people suffer from internet addictions and throw away hours a day of productive time and turn it into patterns of constantly checking the updates on their social media accounts or other online communities. Most people realize how much of a problem this is, but are unable to change their situation, simply because it's been a part of their mindset for so long. The truth is, if you are suffering from wasting time because of your internet addiction and haven't been able to change, it's because you are lacking an effective strategy and understanding of where these addictions come from and why they are there. This book goes into how the internet has changed our lives, signs that will tell you whether you are addicted or not, and a step-by-step strategy that will help you free yourself from internet dependency and help you take control of your life. Here Is A Preview Of What You'll Learn... Understanding How The Internet Has Changed Our LivesSigns That Will Tell You If You Are AddictedHow To Overcome Your Internet Addiction For Life Take action right away to overcome your internet addiction by downloading this book, "Internet Addiction: The Ultimate Guide for How to Overcome An Internet Addiction For Life," for a limited time discount!
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  12. Hilary Koll - A Maths Journey Through Computer Games (Go Figure)
    Go on a real-life maths journey to practise the core topics of numbers, geometry, statistics, ratio & proportion, algebra and measurement. Through data visualisation methods, including colourful diagrams, pictograms, illustrations, photographs and infographics, Go Figure! brings maths into the real world in an innovative, exciting and engaging visual way. It makes even the trickiest problem easier to understand and builds valuable confidence in maths! Find out how the maths you learn at school can help you go on an adventure through the world of computer gaming! Maths challenges encourage you to use real data and fascinating facts to solve mathematical problems that will help you on your way!
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  13. William Sims Bainbridge - eGods: Faith Versus Fantasy In Computer Gaming
    Egods William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Full description
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  14. Darryl Charles - Biologically Inspired Artificial Intelligence for ...
    Biologically Inspired Artificial Intelligence for Computer Games Computer games are often played by a human player against an artificial intelligence software entity. In order to truly respond in a human-like manner, the artificia intelligence in games must be adaptive, or respond as a human player would as he/she learns to play a game. Full description
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  16. Noor Shaker - Procedural Content Generation in Games (Computational ...
    This book presents the most up-to-date coverage of procedural content generation (PCG) for games,....

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  17. Python 3300S - Stereo Gaming Headset with detachable Microphone for PC / ...
    Snakebyte Python 3300S - Stereo Gaming Headset with detachable Microphone for PC / Notebook / Computer - Incl. In Line Remote - Over the Ear - Wired - Strong 40 mm drivers for top-quality sound with clear treble and booming bass - High-quality driver software (for Windows) features Game-, Movie- or Music listening modes and many more options like ENC (Environment Noise Cancelling) or customizable sound profiles for the best possible and natural audio experience in any application - Soft cloth ear cushions with memory foam and adjustable, padded head band for long-term wearing comfort - Detachable, omnidirectional microphone allows for flexible use as a headset or just as a headphone - In-line remote for comfortable volume control and microphone muting (cable length approx. 2,50 m) Connector: 2x 3.5mm Jack Plug
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  18. Noah Wardrip-fruin - Expressive Processing: Digital Fictions, Computer ...
    Expressive Processing From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media. Full description
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  19. Python 3400S - Wired Stereo Gaming Headset for PS4 / Xbox One / PC / ...
    Snakebyte Python 3400S - Wired Stereo Gaming Headset for PS4 / Xbox One / PC / Tablet / Smartphone with 3.5mm Jack -Also compatible with tablets, computers and smartphones with 3,5mm jack -Strong 40 mm drivers for top-quality sound with clear treble and booming bass - Suitable for games, movies and music -Foldable design for high mobility and soft ear cushions for long-term wearing comfort -Detachable microphone allows for flexible use - At home or on the go, as a headset or just as a headphone -In-line cable adaptor for comfortable volume control and microphone muting (cable length approx. one meter) -Accessories included (carry bag, 3,5mm-adaptor for various smartphones)
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  20. Miguel Sicart - The Ethics of Computer Games
    The Ethics of Computer Games Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Full description
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  21. COMPUTER AND GAMES - TRIALS EV
    The Gold Edition is Two Trials in One Trials Evolution: Gold Edition will contain all the content of the original, best-selling XBLA gameTrials Evolution. In addition, all of the single player tracks and skill games from Trials HD will be found in Trials Evolution - effectively doubling the content offering with two complete games, neither of which have ever before been available on PC. Optimised and Enhanced for PC Trials Evolution: Gold Edition will be optimised and enhanced for the PC gaming platform. All of the features of its forerunners - from the in-game editor, player sharing of tracks, and global Leader Boards, will be re-integrated into the game in a way that fits the new platform. More Features Multiplayer Track Editor Indoor and Outdoor environments Bike and rider customisations Global competition, Platforms: Windows XP, ESRB Rating: Everyone 10+
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