25 screen 168 built in games game console machine black white 3 x aaa



Футболка FAMOUS Built To Last (White-Black, S) Футболка FAMOUS Built To Last (White-Black, S) Новинка

Футболка FAMOUS Built To Last (White-Black, S)

495 руб.
ФУТБОЛКА FAMOUS BUILT TO LAST
John Emms Beating 1e4 e5. A repertoire for White in the Open Games Zoom Beating 1e4 e5: A repertoire for White in the Open Games John Emms Beating 1e4 e5. A repertoire for White in the Open Games Zoom Beating 1e4 e5: A repertoire for White in the Open Games Новинка

John Emms Beating 1e4 e5. A repertoire for White in the Open Games Zoom Beating 1e4 e5: A repertoire for White in the Open Games

2327 руб.
Grandmaster John Emms presents a repertoire for White after 1 e4 e5, based on the Italian Game and the Bishop's Opening. The lines he recommends are built upon a sound yet aggressive system of development which can be deployed against virtually every Black defence. The emphasis is firmly on understanding and executing key positional and tactical ideas, rather than the arduous process of memorizing theory. Emms covers both the main variations and the tricky sidelines, and highlights crucial move-order subtleties. This book provides everything you need to know about playing the Italian Game and the Bishop's Opening.A Grandmaster's repertoire after 1 e4 e5Packed with new ideas and analysisIdeal for improvers, club players and tournament players
Richard Ball French White & Black Hound (Chien Francais Blanc et Noir) Activities French White & Black Hound Tricks, Games & Agility Includes. French White & Black Hound Beginner to Advanced Tricks, Fun Games, Agility & More Richard Ball French White & Black Hound (Chien Francais Blanc et Noir) Activities French White & Black Hound Tricks, Games & Agility Includes. French White & Black Hound Beginner to Advanced Tricks, Fun Games, Agility & More Новинка

Richard Ball French White & Black Hound (Chien Francais Blanc et Noir) Activities French White & Black Hound Tricks, Games & Agility Includes. French White & Black Hound Beginner to Advanced Tricks, Fun Games, Agility & More

1127 руб.
Книга "French White & Black Hound (Chien Français Blanc et Noir) Activities French White & Black Hound Tricks, Games & Agility Includes. French White & Black Hound Beginner to Advanced Tricks, Fun Games, Agility & More"."Unique in its approach and really helpful with its information - this book is a must have for any French White & Black Hound owner" Written for the admirers, fans and owners of this wonderful breed, we are confident that you will greatly benefit from the techniques and information in this book. Composed by a long-term owner of the French White & Black Hound, this book is certainly a must have addition to your collection.
Напольная акустика Arslab Classic 3.5 SE High Gloss White Напольная акустика Arslab Classic 3.5 SE High Gloss White Новинка

Напольная акустика Arslab Classic 3.5 SE High Gloss White

114240 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ленточный ВЧ динамик Fountek, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Напольная акустика Arslab Classic 3.5 High Gloss White Напольная акустика Arslab Classic 3.5 High Gloss White Новинка

Напольная акустика Arslab Classic 3.5 High Gloss White

99920 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ВЧ динамик 30 мм, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Aaron Trammell, Evan Torner, Emma Leigh Waldron Analog Game Studies. Volume II Aaron Trammell, Evan Torner, Emma Leigh Waldron Analog Game Studies. Volume II Новинка

Aaron Trammell, Evan Torner, Emma Leigh Waldron Analog Game Studies. Volume II

1627 руб.
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.
Напольная акустика Arslab Classic 3.5 SE High Gloss Black Напольная акустика Arslab Classic 3.5 SE High Gloss Black Новинка

Напольная акустика Arslab Classic 3.5 SE High Gloss Black

114240 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ленточный ВЧ динамик Fountek, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Напольная акустика Arslab Classic 3.5 Black Ash Напольная акустика Arslab Classic 3.5 Black Ash Новинка

Напольная акустика Arslab Classic 3.5 Black Ash

95840 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ВЧ динамик 30 мм, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Напольная акустика Arslab Classic 3.5 High Gloss Black Напольная акустика Arslab Classic 3.5 High Gloss Black Новинка

Напольная акустика Arslab Classic 3.5 High Gloss Black

99920 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ВЧ динамик 30 мм, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Напольная акустика Arslab Classic 3.5 SE Black Ash Напольная акустика Arslab Classic 3.5 SE Black Ash Новинка

Напольная акустика Arslab Classic 3.5 SE Black Ash

109920 руб.
Акустическая система напольного типа серии Classic, 3 полосы, НЧ динамики: 2 х 168 мм, СЧ динамик: 168 мм, ленточный ВЧ динамик Fountek, импеданс 4 Ом, диапазон частот 25 Гц – 30 кГц (45 Гц – 30 кГц, -3 дБ), чувствительность 88 дБ, габариты 200x1080x325 мм, вес 25 кг.
Scott Rogers Swipe This!. The Guide to Great Touchscreen Game Design Scott Rogers Swipe This!. The Guide to Great Touchscreen Game Design Новинка

Scott Rogers Swipe This!. The Guide to Great Touchscreen Game Design

2641.45 руб.
Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems. Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This! presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.
Vladimir Mazalov Mathematical Game Theory and Applications Vladimir Mazalov Mathematical Game Theory and Applications Новинка

Vladimir Mazalov Mathematical Game Theory and Applications

8632.55 руб.
An authoritative and quantitative approach to modern game theory with applications from economics, political science, military science, and finance Mathematical Game Theory combines both the theoretical and mathematical foundations of game theory with a series of complex applications along with topics presented in a logical progression to achieve a unified presentation of research results. This book covers topics such as two-person games in strategic form, zero-sum games, N-person non-cooperative games in strategic form, two-person games in extensive form, parlor and sport games, bargaining theory, best-choice games, cooperative games and dynamic games. Several classical models used in economics are presented which include Cournot, Bertrand, Hotelling, and Stackelberg as well as coverage of modern branches of game theory such as negotiation models, potential games, parlor games, and best choice games. Mathematical Game Theory: • Presents a good balance of both theoretical foundations and complex applications of game theory. • Features an in-depth analysis of parlor and sport games, networking games, and bargaining models. • Provides fundamental results in new branches of game theory, best choice games, network games, and dynamic games. • Presents numerous examples and exercises along with detailed solutions at the end of each chapter. • Is supported by an accompanying website featuring course slides and lecture content. Covering a host of important topics, this book provides a research springboard for graduate students and a reference for researchers who might be working in the areas of applied mathematics, operations research, computer science, or economical cybernetics.
Chandan Bikash Das and Sankar Kumar Roy Entropy Game Problems Chandan Bikash Das and Sankar Kumar Roy Entropy Game Problems Новинка

Chandan Bikash Das and Sankar Kumar Roy Entropy Game Problems

5707 руб.
The book is intended for the researchers in Operations Research, Network, Economics and Management Science. This book contained the basic concepts of Game Problems, Goal Game Problems and the solution methodology. The main feature of this book is developed the similar concept and methodology for Entropy Game Problems and Entropy Goal Game Problems. Numerous problems are given either as worked at examples or as exercise. The main silent features of this book are that the researchers have the scope to extent the work in Multi-choice Matrix Games, Multi-choice Matrix Goal Games, Multi-choice Bimatrix Games, Multi-choice Bimatrix Goal Games, Multi-choice Entropy Matrix Games, Multi-choice Entropy Matrix Goal Games, Multi-choice Entropy Bimatrix Games, Multi-choice Entropy Bimatrix Goal Games etc. We hope this book lights on new researchers.
Videogamecollecting Com 2007 Video Game Price Guide Videogamecollecting Com 2007 Video Game Price Guide Новинка

Videogamecollecting Com 2007 Video Game Price Guide

2314 руб.
The 2007 Video Game Price Guide has been completely updated with the newest pricing information for home console systems. It contains values for over 13,000 different games and pieces of hardware. The book covers 48 video game systems which span from the original platforms produced in the 1970s to modern day systems. Games which are unreleased as of press time are listed as well. Whether you are a dedicated classic system collector, or wanting to know how much the games that you have for your newest system are really worth to the video game store, you'll find it here.
Rob Escalante 1000 Albin Miniatures Rob Escalante 1000 Albin Miniatures Новинка

Rob Escalante 1000 Albin Miniatures

1989 руб.
The Albin Counter Gambit is a fiery and risky opening, not only for Black, but for White as well.This miniatures book of over 1200 games will show how to win quickly in this opening, and how to avoid being mated in less than 25 moves.Use this book to study for your correspondence game, look up some of the nuances for your general chess study, as a refresher for your next big tournament game, or simply enjoy this latest compilation of over 1200 miniatures.Tables at the end of the book give specific ECO and NIC opening codes so you can discover more games with this gambit.
Victor Korchnoi. My Best Games (комплект из 2 книг) Victor Korchnoi. My Best Games (комплект из 2 книг) Новинка

Victor Korchnoi. My Best Games (комплект из 2 книг)

2379 руб.
1. Games with White. 2. Games with Black
Get Going with Grammar - Games for Practising Grammar (Garnet ELT Photocopiable Games Series): Games for Practising Grammar Get Going with Grammar - Games for Practising Grammar (Garnet ELT Photocopiable Games Series): Games for Practising Grammar Новинка

Get Going with Grammar - Games for Practising Grammar (Garnet ELT Photocopiable Games Series): Games for Practising Grammar

2831 руб.
Get Going with Grammar has been specially created to encourage students to practise specific grammar points through games. Teacher's Notes are provided for every game. There is a built-in adaptability component to these games: you can use the game provided or play one of the suggested variations. For many of the games, templates have been provided that allow the teacher to make his or her own version. Grammar points covered include: Adverbs of frequency; Comparatives and superlatives; Conditionals; Countable and non-countable nouns; Gerunds and infinitives; Modals; Parts of speech; Passive voice; Phrases and clauses; Plurals; Possessives; Prepositions; Present perfect tense; Pronouns; Quantifiers; Suffixes; Tag questions; Verb tenses;
Gisele White Professor Melonhead.s Bingo Book. Educational Games for Students of All Ages Gisele White Professor Melonhead.s Bingo Book. Educational Games for Students of All Ages Новинка

Gisele White Professor Melonhead.s Bingo Book. Educational Games for Students of All Ages

4414 руб.
Enjoy the convenient, low-cost, space-efficient alternative to buying multiple Bingo games.Professor Melonhead's Bingo Book contains 11 educational Bingo games covering the alphabet (upper & lower case), numbers (0-99 & 100-999), telling time (digital & analog clocks), 3-letter words, U.S. currency (incl. coin recognition), pictures of nouns, and the standard alphanumeric version.Each Bingo game contains 20 game sheets and accompanying game chips that can be easily photocopied for repeated use.
J.C. Grenon Know all the chess rules and much more J.C. Grenon Know all the chess rules and much more Новинка

J.C. Grenon Know all the chess rules and much more

1739 руб.
For beginners to chess master. This chess game book contains all the chess game rules with the technical and tactical considerations, and full of diagrams to illustrate the chess game rules; also, guess 25 checkmate tests with diagrams (5 moves or less) + 25 quick chess of 20 moves or less. In order to win against the chess game software of top level, you must do many sacrifices; without that, it's almost impossible to win against. Know the chess game rules + 25 winning chess of 20 moves or less + 25 checkmate tests with diagrams in order to understand that reality! The author, J.C. Grenon is the winner of 809 chess against the chess computers of top level; 428 with the white pieces and 381 with the black pieces. At the chess game, the russian empire is on the wane !
H. Schwartz M. Multi-Agent Machine Learning. A Reinforcement Approach H. Schwartz M. Multi-Agent Machine Learning. A Reinforcement Approach Новинка

H. Schwartz M. Multi-Agent Machine Learning. A Reinforcement Approach

8758.26 руб.
The book begins with a chapter on traditional methods of supervised learning, covering recursive least squares learning, mean square error methods, and stochastic approximation. Chapter 2 covers single agent reinforcement learning. Topics include learning value functions, Markov games, and TD learning with eligibility traces. Chapter 3 discusses two player games including two player matrix games with both pure and mixed strategies. Numerous algorithms and examples are presented. Chapter 4 covers learning in multi-player games, stochastic games, and Markov games, focusing on learning multi-player grid games—two player grid games, Q-learning, and Nash Q-learning. Chapter 5 discusses differential games, including multi player differential games, actor critique structure, adaptive fuzzy control and fuzzy interference systems, the evader pursuit game, and the defending a territory games. Chapter 6 discusses new ideas on learning within robotic swarms and the innovative idea of the evolution of personality traits. • Framework for understanding a variety of methods and approaches in multi-agent machine learning. • Discusses methods of reinforcement learning such as a number of forms of multi-agent Q-learning • Applicable to research professors and graduate students studying electrical and computer engineering, computer science, and mechanical and aerospace engineering
Christopher W. Totten, Lindsay Grace Indie Arcade 2016 Coast to Coast. Event Book Black and White edition Christopher W. Totten, Lindsay Grace Indie Arcade 2016 Coast to Coast. Event Book Black and White edition Новинка

Christopher W. Totten, Lindsay Grace Indie Arcade 2016 Coast to Coast. Event Book Black and White edition

1389 руб.
The Smithsonian American Art Museum Indie Arcade is the first eventof its kind to take place at a world-renowned cultural institution. Whatbegan as a local showcase of independent games in 2014 has nowgrown to include developers from 17 states and 6 countries. Beyondsimply showcasing fun games, this event seeks to give games theirplace among famous artworks by presenting them as both fun andexpressive.This is your guide to the 2015/2016 Indie Arcade event. Inside, youwill find screenshots and other artwork for each game, as well asinformation from the developers themselves on their artistic goals fortheir work. Interested in learning more about a certain game? You canfind website information and Twitter handles as well! This guide is yourtip book for unlocking all the secrets of the Indie Arcade.
Ryan Henson Creighton Unity 3.X Game Development by Example Beginner's Guide Ryan Henson Creighton Unity 3.X Game Development by Example Beginner's Guide Новинка

Ryan Henson Creighton Unity 3.X Game Development by Example Beginner's Guide

5927 руб.
Книга "Unity 3.X Game Development by Example Beginner's Guide".
Innes Borkwood Learning Stencyl 3.X Game Development. Beginner's Guide Innes Borkwood Learning Stencyl 3.X Game Development. Beginner's Guide Новинка

Innes Borkwood Learning Stencyl 3.X Game Development. Beginner's Guide

6039 руб.
Книга "Learning Stencyl 3.X Game Development. Beginner's Guide".
Will Goldstone Unity 3.X Game Development Essentials Will Goldstone Unity 3.X Game Development Essentials Новинка

Will Goldstone Unity 3.X Game Development Essentials

6514 руб.
Книга "Unity 3.X Game Development Essentials".
Emmanuelle Savignac The Gamification of Work. The Use of Games in the Workplace Emmanuelle Savignac The Gamification of Work. The Use of Games in the Workplace Новинка

Emmanuelle Savignac The Gamification of Work. The Use of Games in the Workplace

9218.91 руб.
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
Before the Crash. Early Video Game History Before the Crash. Early Video Game History Новинка

Before the Crash. Early Video Game History

4827 руб.
Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games.In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry.Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the o...
By He Ping GAMES: [A2-B1]: Wen-da youxi: Questions and Answers in Chinese: Level 3 By He Ping GAMES: [A2-B1]: Wen-da youxi: Questions and Answers in Chinese: Level 3 Новинка

By He Ping GAMES: [A2-B1]: Wen-da youxi: Questions and Answers in Chinese: Level 3

1484 руб.
Questions and Answers in Chinese - Enjoy learning basic and useful structures in Chinese by matching questions and answers. The game includes two packs of colorful, illustrated and interesting cards which help you to memorise common and simple gestures.  Ideal for use at home and in class, this fun card game contains a complete instruction booklet with suggestions for language exercises, games and activities. There are 2 packs each containing 60 cards and an instruction booklet in English, French, German, Spanish or Italian.
Computer Games. Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCA... Computer Games. Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCA... Новинка

Computer Games. Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCA...

7952 руб.
Книга "Computer Games. Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015,".
Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA Новинка

Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA

419 руб.
Особенности: Совершенно новый и высококачественный. Предназначен для аккумуляторов Ni-MH / Ni-CA AA / AAA Вы можете заряжать 1 - 4 штук AA / AAA Ni-MH / Ni-Cd батареи Он обеспечивает 4 независимых слота зарядки Светодиодный индикатор показывает ход зарядки: 25% - 50% - 75% 100% заряд под управлением IC Заряд при постоянном напряжении и токе Защита от короткого замыкания: избегайте полярности батареи «+/-» Короткое замыкание Автоматическая идентификация: укажите неперезаряжаемую батарею, батарею короткого замыкания и неисправную батарею, затем зарядное устройство не зарядится. Технические характеристики: Цвет : Черный, белый. Тип зарядной ячейки: NiCd, Ni-MH Совместимость: AA / AAA Аккумулятор Кол-во: 4 Вход: 5V / 1A Выход: 2..4V / 1A AA батарея: 320mA x 1, 320mA x 2, 320mA x 3, 320mA x 4 AAA батарея: 320mA x 1, 320mA x 2, 320mA x 3, 320mA x 4 Размер (Д х Ш х В): 9,3 x 6 x 2,6 см / 3,65 x 2,52 x 1,00 дюйма Примечание: Не (01) Может заряжать щелочную батарею, но не заряжайте ее много раз, щелочная батарея является неперезаряжаемой батареей, она не подлежит вторичной переработке и не может быть полностью заряжена.. Включенный пакет: 1 х светодиодный смарт-зарядное устройство Поставщик: CATCOM
Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA Новинка

Зарядное устройство для аккумуляторов TopSeller Зарядное устройство для батареек AA AAA

416 руб.
Особенности: Совершенно новый и высококачественный. Предназначен для аккумуляторов Ni-MH / Ni-CA AA / AAA Вы можете заряжать 1 - 4 штук AA / AAA Ni-MH / Ni-Cd батареи Он обеспечивает 4 независимых слота зарядки Светодиодный индикатор показывает ход зарядки: 25% - 50% - 75% 100% заряд под управлением IC Заряд при постоянном напряжении и токе Защита от короткого замыкания: избегайте полярности батареи «+/-» Короткое замыкание Автоматическая идентификация: укажите неперезаряжаемую батарею, батарею короткого замыкания и неисправную батарею, затем зарядное устройство не зарядится. Технические характеристики: Цвет : Черный, белый. Тип зарядной ячейки: NiCd, Ni-MH Совместимость: AA / AAA Аккумулятор Кол-во: 4 Вход: 5V / 1A Выход: 2..4V / 1A AA батарея: 320mA x 1, 320mA x 2, 320mA x 3, 320mA x 4 AAA батарея: 320mA x 1, 320mA x 2, 320mA x 3, 320mA x 4 Размер (Д х Ш х В): 9,3 x 6 x 2,6 см / 3,65 x 2,52 x 1,00 дюйма Примечание: Не (01) Может заряжать щелочную батарею, но не заряжайте ее много раз, щелочная батарея является неперезаряжаемой батареей, она не подлежит вторичной переработке и не может быть полностью заряжена.. Включенный пакет: 1 х светодиодный смарт-зарядное устройство Поставщик: CATCOM
Clive Fencott Game Invaders. The Theory and Understanding of Computer Games Clive Fencott Game Invaders. The Theory and Understanding of Computer Games Новинка

Clive Fencott Game Invaders. The Theory and Understanding of Computer Games

4683.07 руб.
Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Computer Games and Instruction Computer Games and Instruction Новинка

Computer Games and Instruction

5739 руб.
There is intense interest in computer games. A total of 65 percent of all American householdsplay computer games, and sales of such games increased 22.9 percent last year. The averageamount of game playing time was found to be 13.2 hours per week. The popularity and marketsuccess of games is evident from both the increased earnings from games, over $7 Billion in2005, and from the fact that over 200 academic institutions worldwide now offer game relatedprograms of study.In view of the intense interest in computer games educators and trainers, in business, industry, thegovernment, and the military would like to use computer games to improve the delivery ofinstruction. Computer Games and Instruction is intended for these educators and trainers. Itreviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, ineducation, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use bylower socio-economic students, for students' reading, and for contemporary theories of instruction. Finally, well known scholars ofgames will respond to the evidence reviewed.
Гидромассажная панель Jacuzzi Es built-in 9449-05580 Гидромассажная панель Jacuzzi Es built-in 9449-05580 Новинка

Гидромассажная панель Jacuzzi Es built-in 9449-05580

286810 руб.
Душевая панель Es Built In Jacuzzi размеры Ш 0,3см x Д 11см x В 180см Термостатический смеситель Колонка из сатинированного алюминия Лейка мелкоструйная Ручной душ Переключатель режимов (круглый) Гидромассажные форсунки Enerjet
Marie Schneider Computer Games in the Efl Classroom Marie Schneider Computer Games in the Efl Classroom Новинка

Marie Schneider Computer Games in the Efl Classroom

8289 руб.
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom.These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level.This study approaches the subject of digital game based learning in the EFL classroom from three different angles:Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined.Secondly, the subject of the psychological effects of games on the player will be broached.Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified ...
R. N. Coles Mir Sultan Khan R. N. Coles Mir Sultan Khan Новинка

R. N. Coles Mir Sultan Khan

2552 руб.
Mir Sultan Khan was the most remarkable and amazing chess player who ever lived. He was by far the first player of grandmaster strength from Asia. He came from a country where chess as we know it was not played. He had no book knowledge or training. He knew nothing of opening theory or studies of the game. He was brought from India as a servant and instructed by his master to play chess. Yet, he quickly established himself as one of the strongest players in the world, defeating Capablanca, Rubinstein, Flohr, Tartakower, Bernstein, Marshall and many other of the world's leading grandmasters (although the title was not established at that time) in tournament games. He also drew several games with World Champions Alekhine and Euwe but never beat them.Sultan Khan won many games in the endgame. He often traded queens in the opening. His games lasted a long time. He defeated Capablanca in the endgame when Capablanca was thought of as being unbeatable and the strongest endgame player in the world. In games where he salvaged a draw he appeared to be hopelessly lost against Euwe and Rubinstein.All the games from Descriptive Notation to Algebraic Notation. All 64 games in Algebraic Notation are to be found in a new appendix in the back of this book, along with a concluding diagram for each game. In addition, four other games are included. These are all games were R. N. Coles gave a diagram or part of the game but not the complete game. One is an 80-move game mentioned on page 48 wh...
Darryl X McKenzie BLACK, WHITE & EASY Darryl X McKenzie BLACK, WHITE & EASY Новинка

Darryl X McKenzie BLACK, WHITE & EASY

1614 руб.
Книга "BLACK, WHITE & EASY".
Robert Kampf Humanities Remediated. Digital Games Criticism in Academic Discourse Robert Kampf Humanities Remediated. Digital Games Criticism in Academic Discourse Новинка

Robert Kampf Humanities Remediated. Digital Games Criticism in Academic Discourse

5327 руб.
Master's Thesis from the year 2010 in the subject English - Pedagogy, Didactics, Literature Studies, grade: 1.3, University of Münster (English Department), language: English, abstract: Digital games are products of contemporary popular culture and indicators of social and cultural processes in modern computerized information societies. In recent years digital games asserted their status not only as a popular form of entertainment but also as virtual spaces for social interaction, escapism from reality, electronic sports and digital art. The first scientific studies of digital games date back to the late 1970s but recent debates about violence and addiction revived the interest in game research. The field of academic game studies describes the social, cultural, political, ideological, philosophical and psychological dimensions of digital games and their effects and influence on players. This paper presents an outline of game studies as academic school of thought and their role in scientific, public and political debates. The ambition of this paper is to demonstrate that game studies are a resourceful field of work and can be beneficial to the humanities. More importantly this work states that it is necessary to form an institutionalized frame of academic game research in order to retain the ability to describe and analyze a growing cultural and social phenomenon of unprecedented proportions. Without game studies, whole sectors of youth culture and virtual social networks ...
Patri Lankoski, Staffan Björk, et al. Game Research Methods. An Overview Patri Lankoski, Staffan Björk, et al. Game Research Methods. An Overview Новинка

Patri Lankoski, Staffan Björk, et al. Game Research Methods. An Overview

2252 руб.
Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.
Stewart Culin The Gambling Games of the Chinese in America: Fan T.an: The Game of Repeatedly Spreading Out. and Pak Kop Piu Or, the Game of White Pigeon Ticket Stewart Culin The Gambling Games of the Chinese in America: Fan T.an: The Game of Repeatedly Spreading Out. and Pak Kop Piu Or, the Game of White Pigeon Ticket Новинка

Stewart Culin The Gambling Games of the Chinese in America: Fan T.an: The Game of Repeatedly Spreading Out. and Pak Kop Piu Or, the Game of White Pigeon Ticket

682 руб.
Эта книга — репринт оригинального издания, созданный на основе электронной копии высокого разрешения, которую очистили и обработали вручную, сохранив структуру и орфографию оригинального издания. Редкие, забытые и малоизвестные книги, изданные с петровских времен до наших дней, вновь доступны в виде печатных книг.
Stewart Culin The gambling games of the Chinese in America: fan t.an the game of repeatedly spreading out, and pak kop piu, or the game of white pigeon ticket Stewart Culin The gambling games of the Chinese in America: fan t.an the game of repeatedly spreading out, and pak kop piu, or the game of white pigeon ticket Новинка

Stewart Culin The gambling games of the Chinese in America: fan t.an the game of repeatedly spreading out, and pak kop piu, or the game of white pigeon ticket

682 руб.
Эта книга — репринт оригинального издания, созданный на основе электронной копии высокого разрешения, которую очистили и обработали вручную, сохранив структуру и орфографию оригинального издания. Редкие, забытые и малоизвестные книги, изданные с петровских времен до наших дней, вновь доступны в виде печатных книг.
GAMES: IL GRANDE GIOCO DEI VERBI (A2-B1) GAMES: IL GRANDE GIOCO DEI VERBI (A2-B1) Новинка

GAMES: IL GRANDE GIOCO DEI VERBI (A2-B1)

1299 руб.
A great new game to help conjugate verbs. Each student chooses a card showing a verb in the infinitive, throws 3 dice (pronouns, tense determiners, verbal forms), then builds a sentence according to the outcome. 100 cards, 3 dice, Teacher's Guide.
Компактный фотоаппарат Canon PowerShot G7 X Mark II, Black Компактный фотоаппарат Canon PowerShot G7 X Mark II, Black Новинка

Компактный фотоаппарат Canon PowerShot G7 X Mark II, Black

40100 руб.
Фотоаппарат Canon PowerShot G7 X MARKII черный 20.2Mp 4.2x 3" 1080p SDXC WiFi NB-13L Рекомендуем!
Aaron Dignan Game Frame. Using Games as a Strategy for Success Aaron Dignan Game Frame. Using Games as a Strategy for Success Новинка

Aaron Dignan Game Frame. Using Games as a Strategy for Success

1489 руб.
Книга "Game Frame. Using Games as a Strategy for Success".
Molly Bloom Molly’s Game: The Riveting Book that Inspired the Aaron Sorkin Film Molly Bloom Molly’s Game: The Riveting Book that Inspired the Aaron Sorkin Film Новинка

Molly Bloom Molly’s Game: The Riveting Book that Inspired the Aaron Sorkin Film

607.89 руб.
NOW A MAJOR MOTION PICTUREMolly Bloom reveals how she built one of the most exclusive, high-stakes underground poker games in the world – an insider’s story of excess and danger, glamour and greed.Molly Bloom formed the most elite high-stakes poker game Hollywood had ever seen – she was its mistress, its lion tamer, its agent, and its oxygen. Everyone wanted in, few were invited to the table.In the late 2000s, Molly Bloom, a twentysomething from Loveland Colorado, ran the highest stakes, most exclusive poker game in existence. Hundreds of millions of dollars were won and lost at her table. Molly’s game became the game for those in the know-celebrities, business moguls, and millionaires. Molly staged her games in palatial suites with beautiful views and exquisite amenities. She flew privately, dined at exquisite restaurants, hobnobbed with the heads of Hollywood studios, was courted by handsome leading men, and was privy to the world’s most delicious gossip, until it all came crashing down around her and she lost everything.Molly’s Game is a behind the scenes look at Molly’s game, the life she created, the life she lost, and what she learned in the process.
Настенная акустика Canton Plus X.3 white Настенная акустика Canton Plus X.3 white Новинка

Настенная акустика Canton Plus X.3 white

20990 руб.
Диапазон частот 45 Гц - 30 кГц Чувствительность 87 дБ Сопротивление 4-8 Ом Рекомендуемая мощность усилителя 50 Вт - 100 Вт Частота кроссовера 4500 Гц Динамики Сч/Нч: 1 х 110 мм (4 дюйма) алюминий Вч: 1 x 25 мм (1 дюйм) алюминиево-марганцевый купол Габариты и вес Размеры (ВхШхГ) 195 х 120 х 130 мм Вес 1,7 кг
Jonathan Boulter Parables of the Posthuman. Digital Realities, Gaming, and the Player Experience Jonathan Boulter Parables of the Posthuman. Digital Realities, Gaming, and the Player Experience Новинка

Jonathan Boulter Parables of the Posthuman. Digital Realities, Gaming, and the Player Experience

4952 руб.
In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity.Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, BioShock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the gam...
Martin Wasserman Sports, Games, and Gambling in the Aztec World Martin Wasserman Sports, Games, and Gambling in the Aztec World Новинка

Martin Wasserman Sports, Games, and Gambling in the Aztec World

1889 руб.
Sports, Games, and Gambling in the Aztec World consists of a series of original essays written by Professor Wasserman over a twenty-year period. These essays review and discuss the psychological dynamics involved in the three major Aztec sports and games: patolli (the dice game), tlachtli (the ball game), and Volador (the game of vertigo). In addition, as part of the collection, there is a creative piece showing that poetry, although not considered a game or sport, was viewed by an honored king in the Aztec world—Nezahualcoyotl or Hungry Coyote—as a human gamble with death itself.
Algorithmic Game Theory. 7th International Symposium, SAGT 2014, Haifa, Israel, September 30 -- October 2, 2014, Proceedings Algorithmic Game Theory. 7th International Symposium, SAGT 2014, Haifa, Israel, September 30 -- October 2, 2014, Proceedings Новинка

Algorithmic Game Theory. 7th International Symposium, SAGT 2014, Haifa, Israel, September 30 -- October 2, 2014, Proceedings

9114 руб.
This book constitutes the refereed proceedings of the 7th International Symposium on Algorithmic Game Theory, SAGT 2014, held in Haifa, Israel, in October 2014. The 24 full papers and 5 short papers presented were carefully reviewed and selected from 65 submissions. They cover various important aspects of algorithmic game theory, such as matching theory, game dynamics, games of coordination, networks and social choice, markets and auctions, price of anarchy, computational aspects of games, mechanism design and auctions.
Фонарь ручной Трофи, 12 x LED Фонарь ручной Трофи, 12 x LED Новинка

Фонарь ручной Трофи, 12 x LED

210 руб.
Светодиодный алюминиевый фонарь "Трофи" : 12 белых светодиодов Ремешок для запястье 3 x AAA (в комплект не входят) Упаковка: картонная коробка.

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An authoritative and quantitative approach to modern game theory with applications from economics, political science, military science, and finance Mathematical Game Theory combines both the theoretical and mathematical foundations of game theory with a series of complex applications along with topics presented in a logical progression to achieve a unified presentation of research results. This book covers topics such as two-person games in strategic form, zero-sum games, N-person non-cooperative games in strategic form, two-person games in extensive form, parlor and sport games, bargaining theory, best-choice games, cooperative games and dynamic games. Several classical models used in economics are presented which include Cournot, Bertrand, Hotelling, and Stackelberg as well as coverage of modern branches of game theory such as negotiation models, potential games, parlor games, and best choice games. Mathematical Game Theory: • Presents a good balance of both theoretical foundations and complex applications of game theory. • Features an in-depth analysis of parlor and sport games, networking games, and bargaining models. • Provides fundamental results in new branches of game theory, best choice games, network games, and dynamic games. • Presents numerous examples and exercises along with detailed solutions at the end of each chapter. • Is supported by an accompanying website featuring course slides and lecture content. Covering a host of important topics, this book provides a research springboard for graduate students and a reference for researchers who might be working in the areas of applied mathematics, operations research, computer science, or economical cybernetics.
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