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Between 1984 and 1990 Garry Kasparov and Anatoly Karpov contested five long matches for the World Championship. This fourth volume of the series 'Garry Kasparov on Modern Chess' concentrates on all the games played between the two f
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Get your sh*ts and giggles from this hilarious all-in-one joke, trivia, and riddle collection!
A hilarious collection of one-liners, funny trivia, riddles, and laugh-out-loud jokes for adults, Sh*ts & Giggles is the bathroom book the world needs. With hundreds of ways to make you laugh while you’re otherwise indisposed, Sh*ts and Giggles will be the must-have “loo
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2018 | ISBN: 1498767656, 0815392877 | English | 178 Pages | PDF | 7 MB
Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical resear
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2018 | ISBN: 1138568090, 1138568139 | English | 307 Pages | PDF | 12 MB
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the
English | 2016 | ISBN: 1925344509 | 272 Pages | EPUB | 2.8 MB
These days everyone has access to games on our smartphones, and nearly everyone has played some kind of electronic game. What now defines 'a gamer'? What attracts so many to gaming? And can games be considered an art form?
Online, predominantly male 'trolls' have targeted women and others who've sp
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2007 | 448 Pages | ISBN: 0787986542 | PDF | 5.6 MB
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for
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2016 | ISBN: 1536826855, ASIN: B0196S8YEU | English | 190 Pages | EPUB | 8 MB
Good escape rooms are made by thinking of the player experience first. Escape the Game covers all aspects of creating your escape room from scratch. The book is meant to inspire designers to think holistically and to think about their escape rooms as more than the sum of their parts.
If you are thinking of