[PDF] How To Win At Video Games eBook

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How to Win Video Games

Author : Consumer Guide
Publisher :
Page : 96 pages
File Size : 39,12 MB
Release : 1982
Category : Games
ISBN : 9780671458416

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Describes techniques and strategies for achieving high scores at a variety of video games, including Pac-Man, Asteroids, Missile Command, Defender, and Donkey Kong

How to Win at Video Games

Author : George Sullivan
Publisher :
Page : 180 pages
File Size : 29,55 MB
Release : 1982
Category : Electronic games
ISBN : 9780590326308

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Playing to Win

Author : David Sirlin
Publisher : Lulu.com
Page : 144 pages
File Size : 17,11 MB
Release : 2006-04-01
Category : Games & Activities
ISBN : 1411666798

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Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

Playing to Win

Author : Robert Alan Brookey
Publisher : Indiana University Press
Page : 260 pages
File Size : 46,2 MB
Release : 2015-01-12
Category : Technology & Engineering
ISBN : 0253015057

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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

How to Win Games and Beat People

Author : Tom Whipple
Publisher : HarperCollins
Page : 187 pages
File Size : 20,2 MB
Release : 2015-12-01
Category : Games & Activities
ISBN : 0062443720

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Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.

Ninja: Get Good

Author : Tyler "Ninja" Blevins
Publisher : National Geographic Books
Page : 0 pages
File Size : 33,30 MB
Release : 2019-08-20
Category : Juvenile Nonfiction
ISBN : 1984826751

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From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games. “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to: • Build a gaming PC • Practice with purpose • Develop strategy • Improve your game sense • Pull together the right team • Stream with skill • Form a community online • And much more Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate

American Casino Guide

Author : Steve Bourie
Publisher :
Page : 492 pages
File Size : 32,93 MB
Release : 2004-11
Category : Games & Activities
ISBN : 9781883768140

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Published annually since 1992, the 2005 edition of this bestselling guide continues to gain fame as the best available source for information on U.S. casinos. The new 2005 edition lists more than 650 casinos in 35 states and comes complete with maps of all states showing where the casinos are located, plus detailed maps of Las Vegas, Atlantic City, Reno and the Mississippi gambling resort towns of Biloxi and Tunica.

The Toxic Meritocracy of Video Games

Author : Christopher A. Paul
Publisher :
Page : 245 pages
File Size : 30,40 MB
Release : 2018
Category : Merit (Ethics)
ISBN : 9781517900403

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An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.