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Books > Computing & IT > Computer software packages > Computer games

Quick Guide Game Hacking, Blockchain Und Monetarisierung - Wie Sie Mit Kunstlicher Intelligenz Wertschoepfung Generieren... Quick Guide Game Hacking, Blockchain Und Monetarisierung - Wie Sie Mit Kunstlicher Intelligenz Wertschoepfung Generieren (German, Paperback, 1. Aufl. 2020 ed.)
Lutz Anderie
R860 Discovery Miles 8 600 Ships in 10 - 15 working days

Kunstliche Intelligenz, Digitalisierung und Algorithmen Diese Themen verandern unsere Gesellschaft. Game Hacking, die Blockchain und Monetarisierung durch KI Systeme sind integraler Bestandteil der Computerspiele Branche, die mit ihrem OEkosystem seit Jahrzehnten Wachstum generiert und von hoher gesellschaftlicher und wirtschaftlicher Bedeutung ist. Dieser Quick Guide zeigt auf, wie Game Hacking und die damit einhergehende Entwicklung, Distribution und Vermarktung von Cheat Software funktioniert, einer Form der digitalen Produkt Piraterie und des Cybercrime. Auch die Blockchain, die nach dem Bitcoin-Hype ihr wahres Potenzial als Peer-to-Peer Distributed Ledger Technology entfaltet und mit welcher nicht nur Blockchain-Games entwickelt werden, ist verstandlich erlautert und dokumentiert. Die Funktion und moegliche Bedeutung von In-Game Items als Crypto Currencies, Crypto Assets und Tokens wird hinterfragt Kunstliche Intelligenz, Bestandteil einer jeden Game Engine, erfahrt durch neue Monetarisierungsmodelle wie Cloud Gaming, Lootboxen und Steam Early Access neue Dimensionen, die in diesem Quick Guide verstandlich erlautert sind. Finden Sie hier die wichtigsten inhaltlichen Punkte: Kunstliche Intelligenz und Monetarisierung verstehen Cloud Gaming, Lootboxen und Steam Early Access erfolgreich managen In-Game Items, Crypto Assets und Tokenization wertsteigernd steuern Blockchain und Peer-to-Peer Distributed Ledger Technology anwenden Game Hacking, Cheat Software und Cybercrime abwehren Machine Learning, neuronale Netze und Cyberconsciousness sowie deren Bedeutung fur die Computerspiele Branche, werden aggregiert dargelegt, die jungsten und zukunftigen Entwicklungen aufgezeigt. Alle Themengebiete werden konsequent aus der betriebswirtschaftlichen oder Managementperspektive dargelegt und bilden einen hohen Praxisbezug. Drei Experten- Interviews vertiefen die juristischen, technologischen und betriebswirtschaftlichen Dimensionen.

Mr Prepper Guide - Tips and Tricks (Paperback): Marsx12 Mr Prepper Guide - Tips and Tricks (Paperback)
Marsx12
R284 Discovery Miles 2 840 Ships in 10 - 15 working days
Asura's Wrath: Official Complete Works (Paperback): Capcom Asura's Wrath: Official Complete Works (Paperback)
Capcom; Capcom
R1,030 R773 Discovery Miles 7 730 Save R257 (25%) Out of stock

Fusing Asian mythology with sci-fi, Asura's Wrath seamlessly blends relentless action with an exciting narrative to produce one of Capcom's most unique video game experiences. Asura's Wrath: Official Complete Works collects the imagery and artwork behind this cinematic thrill-ride. Included are character designs, key visuals, storyboards, rough concepts, interviews, and plenty of creator commentary.

Computer Games - Text, Narrative and Play (Paperback): D. Carr Computer Games - Text, Narrative and Play (Paperback)
D. Carr
R731 Discovery Miles 7 310 Ships in 12 - 17 working days

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.

This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

Introduction to Game Systems Design (Paperback): Dax Gazaway Introduction to Game Systems Design (Paperback)
Dax Gazaway
R1,038 Discovery Miles 10 380 Ships in 10 - 15 working days

As games grow more complex and gamers' expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a game's rules and balance, its characters' attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first complete beginner's guide to this crucial discipline. Writing for all aspiring game professionals, even those with absolutely no experience, leading game designer and instructor Dax Gazaway presents a step-by-step, hands-on approach to designing game systems with industry-standard tools. Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more: Exploring the essentials of game design and its emerging subdisciplines Asking the essential questions at the heart of all design Getting started with modern game system design tools, including the spreadsheets most professionals now use Creating systems and data from a blank page Populating and quantifying a world of data into a game Tuning and balancing game systems Testing game systems and data Leveraging communication, psychology, and rewards within your games Balancing game probability within systems Whether you're a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or anyone who wants to really understand modern games, this guide will help you get where you want to go.

Power Up - How Japanese Video Games Gave the World an Extra Life (Paperback): Chris Kohler Power Up - How Japanese Video Games Gave the World an Extra Life (Paperback)
Chris Kohler
R361 R307 Discovery Miles 3 070 Save R54 (15%) Ships in 12 - 17 working days
eSports is Business - Management in the World of Competitive Gaming (Hardcover, 1st ed. 2019): Tobias M Scholz eSports is Business - Management in the World of Competitive Gaming (Hardcover, 1st ed. 2019)
Tobias M Scholz
R1,939 Discovery Miles 19 390 Ships in 10 - 15 working days

The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.

Developing Games on the Raspberry Pi - App Programming with Lua and LOEVE (Paperback, 1st ed.): Seth Kenlon Developing Games on the Raspberry Pi - App Programming with Lua and LOEVE (Paperback, 1st ed.)
Seth Kenlon
R1,006 R815 Discovery Miles 8 150 Save R191 (19%) Ships in 10 - 15 working days

Learn to set up a Pi-based game development environment, and then develop a game with Lua, a popular scripting language used in major game frameworks like Unreal Engine (BioShock Infinite), CryEngine (Far Cry series), Diesel (Payday: The Heist), Silent Storm Engine (Heroes of Might and Magic V) and many others. More importantly, learn how to dig deeper into programming languages to find and understand new functions, frameworks, and languages to utilize in your games. You'll start by learning your way around the Raspberry Pi. Then you'll quickly dive into learning game development with an industry-standard and scalable language. After reading this book, you'll have the ability to write your own games on a Raspberry Pi, and deliver those games to Linux, Mac, Windows, iOS, and Android. And you'll learn how to publish your games to popular marketplaces for those desktop and mobile platforms. Whether you're new to programming or whether you've already published to markets like Itch.io or Steam, this book showcases compelling reasons to use the Raspberry Pi for game development. Use Developing Games on the Raspberry Pi as your guide to ensure that your game plays on computers both old and new, desktop or mobile. What You'll Learn Confidently write programs in Lua and the LOVE game engine on the Raspberry Pi Research and learn new libraries, methods, and frameworks for more advanced programming Write, package, and sell apps for mobile platforms Deliver your games on multiple platforms Who This Book Is ForSoftware engineers, teachers, hobbyists, and development professionals looking to up-skill and develop games for mobile platforms, this book eases them into a parallel universe of lightweight, POSIX, ARM-based development.

Let's Build a Multiplayer Phaser Game - With TypeScript, Socket.IO, and Phaser (Paperback, 1st ed.): Oscar Lodriguez Let's Build a Multiplayer Phaser Game - With TypeScript, Socket.IO, and Phaser (Paperback, 1st ed.)
Oscar Lodriguez
R1,157 R920 Discovery Miles 9 200 Save R237 (20%) Ships in 10 - 15 working days

Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers. Let's Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends. What You'll Learn Discover the ins and outs of Socket.IO for real-time web communication Use TypeScript to allow your project to be typed and self-documenting See how gaming mechanics work to make a game entertaining Get a deeper understanding of how to structure your working directory and your code Scale what you have created Who This Book Is For Developers who want to know how to create and structure a complex online game

Digital Holography (Hardcover): J. Li Digital Holography (Hardcover)
J. Li
R3,870 R3,532 Discovery Miles 35 320 Save R338 (9%) Out of stock

This book presents a substantial description of the principles and applications of digital holography.The first part of the book deals with mathematical basics and the linear filtering theory necessary to approach the topic. The next part describes the fundamentals of diffraction theory and exhaustively details the numerical computation of diffracted fields using FFT algorithms. A thorough presentation of the principles of holography and digital holography, including digital color holography, is proposed in the third part.A special section is devoted to the algorithms and methods for the numerical reconstruction of holograms. There is also a chapter devoted to digital holographic interferometry with applications in holographic microscopy, quantitative phase contrast imaging, multidimensional deformation investigations, surface shape measurements, fluid mechanics, refractive index investigations, synthetic aperture imaging and information encrypting.Keys so as to understand the differences between digital holography and speckle interferometry and examples of software for hologram reconstructions are also treated in brief.

Contents

1. Mathematical Prerequisites.2. The Scalar Theory of Diffraction.3. Calculating Diffraction by Fast Fourier Transform.4. Fundamentals of Holography.5. Digital Off-Axis Fresnel Holography.6. Reconstructing Wavefronts Propagated through an Optical System.7. Digital Holographic Interferometry and Its Applications.Appendix. Examples of Digital Hologram Reconstruction Programs

Enter the Dragon - A Collection of Programs for the Dragon 32 (Hardcover, Collector's Hardback ed.): Colin Carter Enter the Dragon - A Collection of Programs for the Dragon 32 (Hardcover, Collector's Hardback ed.)
Colin Carter
R690 Discovery Miles 6 900 Ships in 10 - 15 working days
Enter the Dragon - A Collection of Programs for the Dragon 32 (Paperback): Colin Carter Enter the Dragon - A Collection of Programs for the Dragon 32 (Paperback)
Colin Carter
R421 Discovery Miles 4 210 Ships in 10 - 15 working days
Digital Customer Experience Management der Plattform Steam - HMD Best Paper Award 2017 (German, Paperback, 1. Aufl. 2018):... Digital Customer Experience Management der Plattform Steam - HMD Best Paper Award 2017 (German, Paperback, 1. Aufl. 2018)
Benjamin Spottke
R523 Discovery Miles 5 230 Ships in 10 - 15 working days

Im Zuge der Digitalisierung werden Gestaltung und Management der Digital Customer Experience zunehmend wertvoller. Technologiefuhrer diverser Branchen sind besonders dafur bekannt, digitale Interaktionen zwischen Nutzern, Drittanbietern und weiteren Akteuren erfolgreich zu organisieren. In diesem essential wird die Videospieleplattform Steam mit der Fallstudienmethode untersucht. Basierend auf der Analyse von Steam werden Handlungsempfehlungen abgeleitet, die auch fur Unternehmen in traditionellen Branchen anwendbar sind. Schwerpunkte bilden hierbei die Orientierung von Services und Serviceportfolio an Kundenbedurfnissen, das Management von Konsumententechnologie sowie die Entwicklung von Vertrauen und Loyalitat durch Verankerung von Werten und Normen auf einer digitalen Plattform. Die Handlungsempfehlungen werden anschliessend in der Automobilbranche, bei TV-Streaminganbietern und anhand einer Plattform fur Autoreparaturen beispielhaft illustriert.Der Autor Benjamin Spottke lehrt und forscht am Institut fur Wirtschaftsinformatik der Universitat St. Gallen.

Location-Based Gaming - Play in Public Space (Hardcover, 1st ed. 2019): Dale Leorke Location-Based Gaming - Play in Public Space (Hardcover, 1st ed. 2019)
Dale Leorke
R3,108 Discovery Miles 31 080 Ships in 10 - 15 working days

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with 'locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokemon Go and its incorporation into 'smart city' strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players' engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 1. Arquitectura del Motor (Spanish, Paperback): Cleto Martin, David... Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 1. Arquitectura del Motor (Spanish, Paperback)
Cleto Martin, David Vallejo
R445 Discovery Miles 4 450 Ships in 10 - 15 working days
Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 2. Programacion Grafica (Spanish, Paperback): Javier Albusac, Cesar... Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 2. Programacion Grafica (Spanish, Paperback)
Javier Albusac, Cesar Mora, Carlos Gonzalez
R445 Discovery Miles 4 450 Ships in 10 - 15 working days
Desarrollo de Videojuegos. Un enfoque practico. - Volumen 3. Tecnicas Avanzadas (Spanish, Paperback): Sergio Perez, Francisco... Desarrollo de Videojuegos. Un enfoque practico. - Volumen 3. Tecnicas Avanzadas (Spanish, Paperback)
Sergio Perez, Francisco Moya, David Villa
R465 Discovery Miles 4 650 Ships in 10 - 15 working days
Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 4. Desarrollo de Componentes (Spanish, Paperback): Javier a Albusac,... Desarrollo de Videojuegos. Un enfoque Practico. - Volumen 4. Desarrollo de Componentes (Spanish, Paperback)
Javier a Albusac, Jose J Castro, David Vallejo
R449 Discovery Miles 4 490 Ships in 10 - 15 working days
Trains Coloring Book - A Train Coloring Book for Kids Toddlers Ages 4-8, Boys or Girls with 30+ Cute Train Coloring Page (Kids... Trains Coloring Book - A Train Coloring Book for Kids Toddlers Ages 4-8, Boys or Girls with 30+ Cute Train Coloring Page (Kids Activity Books) (Paperback)
Gregg Onie Publication
R164 Discovery Miles 1 640 Ships in 10 - 15 working days
201 Things for Better Game Writing (Paperback): Steve Ince 201 Things for Better Game Writing (Paperback)
Steve Ince
R393 Discovery Miles 3 930 Ships in 10 - 15 working days
Ten Things Video Games Can Teach Us - (about life, philosophy and everything) (Paperback): Jordan Erica Webber, Daniel... Ten Things Video Games Can Teach Us - (about life, philosophy and everything) (Paperback)
Jordan Erica Webber, Daniel Griliopoulos 1
R345 R282 Discovery Miles 2 820 Save R63 (18%) Ships in 9 - 15 working days

WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)

Destiny 2 Game - What's is all about?. How to Play. The Cheat Code. (Paperback): Anthony Alexis Destiny 2 Game - What's is all about?. How to Play. The Cheat Code. (Paperback)
Anthony Alexis
R192 Discovery Miles 1 920 Ships in 10 - 15 working days
Serious Games - Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings (Paperback,... Serious Games - Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings (Paperback, 1st ed. 2017)
Mariano Alcaniz, Stefan Goebel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, …
R2,566 Discovery Miles 25 660 Ships in 10 - 15 working days

This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

The Art of Darksiders Genesis (Hardcover): Thq The Art of Darksiders Genesis (Hardcover)
Thq; Artworks by Joe Madureira
R1,413 R1,110 Discovery Miles 11 100 Save R303 (21%) Ships in 9 - 15 working days

Darksiders: Genesis is an action/adventure game that tears its way through hordes of demons, angels, and everything in-between on its way to Hell and back with guns blazing and swords swinging. Showcasing the introduction of the Horseman Strife and the return of his brother War, Genesis gives players their first look at the world of Darksiders before the events of the Apocalypse. The Art of Darksiders Genesis gathers the epic artwork behind this unique new installment in the franchise, and includes character designs, rough concepts, environments, storyboards, and more. Darksiders Genesis also heralds the return of series creator Joe Madureira (Battle Chasers, Uncanny X-men) alongside his development studio, Airship Syndicate.

Fundamentals of Game Design (Paperback, 3rd edition): Ernest Adams Fundamentals of Game Design (Paperback, 3rd edition)
Ernest Adams
R1,568 Discovery Miles 15 680 Ships in 9 - 15 working days

Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

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