Web 2.0Homepage → Games

Word Search - Word Games - Video & Electronic Games - Trivia - Travel Games - Role Playing & Fantasy - Reference - Quizzes - Puzzles - Magic -  

Games

 
393487_Atlas Productions Special Edition DVD 160x600
games index: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Bible Dictionary


Games
Among the Greeks the rage for theatrical exhibitions was suchthat every city of any size possessed its theatre and stadium.At Ephesus an annual contest was held in honor of Diana. It isprobable that St. Paul was present when these games wereproceeding. A direct reference to the exhibitions that I tookplace on such occasions is made in (1 corinthians 15:32) St.Paul s epistles abound with allusions to the Greek contests,borrowed probably from the Isthmian games, at which he may wellhave been present during his first visit to Corinth. Thesecontests, (1 timothy 6:12; 2 timothy 4:7) were divided into twoclasses, the pancratium, consisting of boxing and wrestling,and the pentathlon, consisting of leaping, running, quoiting,hurling the spear and wrestling. The competitors, (1corinthians 9:25; 2 timothy 2:5) required a long and severecourse of previous training, (1 timothy 4:8) during which aparticular diet was enforced. (1 corinthians 9:25,27) In theOlympic contests these preparatory exercises extended over aperiod of ten months, during the last of which they wereconducted under the supervision of appointed officers. Thecontests took place in the presence of a vast multitude ofspectators, (hebrews 12:1) the competitors being the spectacle.(1 corinthians 4:9; hebrews 10:33) The games were opened by theproclamation of a herald, (1 corinthians 9:27) whose office itwas to give out the name and country of each candidate, andespecially to announce the name of the victor before theassembled multitude. The judge was selected for his spotlessintegrity; (2 timothy 4:8) his office was to decide anydisputes, (colossians 3:15) and to give the prize, (1corinthians 9:24; philemon 3:14) consisting of a crown, (2timothy 2:6; 4:8) of leaves of wild olive at the Olympic games,and of pine, or at one period ivy, at the Isthmian games. St.Paul alludes to two only out of the five contests, boxing andrunning, more frequently to the latter. The Jews had no publicgames, the great feasts of religion supplying them withanniversary occasions of national gatherings.

The Art of Game Design: A book of lenses

The Art of Game Design: A book of lensesby Jesse SchellMorgan Kaufmann

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

* Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online.

* The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame.

* 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process.

* 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.

* Winner of Game Developer's 2008 Front Line Award in the book category

List : $59.95
+ info...

Pokemon Fire Red & Leaf Green (Prima Official Game Guide)

Pokemon Fire Red & Leaf Green (Prima Official Game Guide)by Eric MylonasPrima Games

Catch 'Em All Over Again!
·Extensive strategy for new and veteran Pokémaniacs
·Massive walkthrough with stats on every enemy
·Exclusive maps to help you navigate each area
·Detailed battle tactics for dominating your Pokémon® Ruby & Sapphire—playing friends!
·Essential PokéDex, featuring stats and how to catch them

List : $18.99
+ info...

Hoyle's Rules of Games, Third Revised and Updated Edition

Hoyle's Rules of Games, Third Revised and Updated Editionby Albert H. MoreheadSignet
  • ISBN13: 9780451204844
  • Condition: New
  • Notes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!

In 1742, Edmond Hoyle published the definitive book on the popular game of his day, whist. Games evolve with time, just as whist gave rise to contract bridge. However, more than 250 years later, Hoyle’s is still the definitive name when it comes to the rules of the game—whether it’s bridge, backgammon, Scrabble® or Blackjack. The game player’s basic reference, this handy guide has now been updated and expanded and includes rules, strategies, and odds for over 250 games, from including such favorites as:

* Scrabble® * Canasta * Contract Bridge
* Gin Rummy * Chess * Backgammon
* Solitaire games: Nestor, Pounce, Pyramid, and Russian Bank
* Poker variations: Anaconda, Blind Tiger, and Hold ’em
* Children’s games: Beggar-your-neighbor, Memory, and Slapjack
* Computer games: Minesweeper and Freecell
* And more

Learn how to play, sharpen your strategy, and settle disputes—with this newest edition of the classic reference guide.

List : $7.99
+ info...

Game Engine Architecture

Game Engine Architectureby Jason GregoryA K Peters

A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

List : $65.00
+ info...

Programming Game AI by Example

Programming Game AI by Exampleby Mat BucklandJones & Bartlett Publishers

Programming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.

List : $49.95
+ info...

The Last Great Game: Duke vs. Kentucky and the 2.1 Seconds That Changed Basketball

The Last Great Game: Duke vs. Kentucky and the 2.1 Seconds That Changed Basketballby Gene WojciechowskiBlue Rider Press

The definitive book on the greatest game in the history of college basketball, and the dramatic road both teams took to get there.

March 28, 1992. The final of the NCAA East Regional, Duke vs. Kentucky. The 17,848 at the Spectrum in Philadelphia and the millions watching on TV could say they saw the greatest game and the greatest shot in the history of college basketball. But it wasn't just the final play of the game-an 80-foot inbounds bass from Grant Hill to Christian Laettner with 2.1 seconds left in overtime- that made Duke's 104-103 victory so memorable. The Kentucky and Duke players and coaches arrived at that point from very different places, each with a unique story to tell.

In The Last Great Game, acclaimed ESPN columnist Gene Wojciechowski tells their stories in vivid detail, turning the game we think we remember into a drama filled with suspense, humor, revelations and reverberations. The cast alone is worth meeting again: Mike Krzyzewski, Rick Pitino, Bobby Hurley, Jamal Mashburn, Christian Laettner, Sean Woods, Grant Hill, and Bobby Knight. Timed for the game's 20th anniversary, The Last Great Game isn't a book just for Duke or Kentucky or even basketball fans. It's a book for any reader who can appreciate that great moments in sports are the result of hard work, careful preparation, group psychology, and a little luck.

List : $26.95
+ info...

Winning Ways: For Your Mathematical Plays. Volume 1: Games in General

by Elwyn R. BerlekampAcademic Press
List : $55.00
+ info...

Great Group Games: 175 Boredom-Busting, Zero-Prep Team Builders for All Ages

Great Group Games: 175 Boredom-Busting, Zero-Prep Team Builders for All Agesby Susan RagsdaleSearch Institute Press

Whether it’s the kick-off of an event, a 20-minute gap between functions, or an all-day or multiday retreat, this sourcebook suggests a wide array of solutions for keeping young people upbeat, engaged, and unified. Offering icebreakers, “straight-up” games, and reflection activities, the book provides instructions for staging meaningful, fun interactions that encourage participants to think. Games are organized in sections identifying various stages of group-building, ranging from establishing foundational relationships and building upon them to transitions and celebrations. Among the games included are: Change Over—turn a tarp completely over while always remaining on the tarp; Common Ground—Which team has the most in common?; and You’re a Star—team members guess whose celebrity name is on their backs. Details on timing and supplies are also featured for each activity.

List : $16.95
+ info...

101 Improv Games for Children and Adults

101 Improv Games for Children and Adultsby Bob BedoreHunter House

101 Improv Games for Children and Adults starts with the basics of improvisational comedy, giving aspiring performers the building blocks required to think on their feet. A great resource for educators as well as for the professional actor or layperson, the book includes rules for 101 games that cover everything from easy warm-ups to over-the-top crowd pleasers, such as Fairy Tales, Bizarre Games, On Your Toes, and Narrative Games.

List : $14.95
+ info...

A Gamut of Games

A Gamut of Gamesby Sid SacksonDover Publications

"A genuine milestone." — Martin Gardner, Scientific American. An authority on game history selects 38 of his all-time favorite amusements, including 22 of his own remarkable creations. Solitaire, strategy, and party games can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper. 152 illustrations.

List : $9.95
+ info...

Pag.: 1| 2| 3| 4| 5| 6| 7| 8| 9| 10|
...

¡Buena Onda! Social Club



oprima Ctrl-D para marcar este tópico en favoritos

press Ctrl-D to bookmark this topic



esta página contiene información acerca de juegos
traducir esta página al CASTELLANO


© Copyright 1999-2012 idoneos.com | Política de Privacidad