The Maze of Games

The Maze of Games
Title The Maze of Games PDF eBook
Author Mike Selinker
Publisher
Pages 144
Release 2014-07-01
Genre Maze puzzles
ISBN 9780991315901

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Colleen and Samuel Quaice are teenagers living in 1897 England. During a visit to Upper Wolverhampton Bibliotheque, they discover a musty book called THE MAZE OF GAMES. Opening the book summons the Gatekeeper, a mysterious skeletal guardian who plunges the Quaices into a series of dangerous labyrinths, populated with myriad monsters and perplexing puzzles.Only by solving their way through the Gatekeeper's mazes will the Quaice children find their way home.Read the novel. Solve the Puzzles. Get out alive

Fun and Games: Mazes: Perimeter and Area

Fun and Games: Mazes: Perimeter and Area
Title Fun and Games: Mazes: Perimeter and Area PDF eBook
Author Georgia Beth
Publisher Teacher Created Materials
Pages 35
Release 2017-09-01
Genre Juvenile Nonfiction
ISBN 1480759430

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Students will develop their math skills while engaged in reading about mazes from around the world. This book seamlessly integrates the teaching of math and reading, and uses real-world examples to teach geometry concepts like calculating perimeter and area. Text features include a glossary, an index, captions, and a table of contents to increase students’ vocabulary and reading comprehension skills as they interact with the text. The rigorous practice problems, math charts and diagrams, and sidebars provide many opportunities for students to practice their developing math skills, and apply what they’ve learned to their everyday lives. Math Talk provides an in-depth opportunity for further thinking, requiring the use of higher-order thinking skills.

Fun and Games: Mazes: Perimeter and Area Guided Reading 6-Pack

Fun and Games: Mazes: Perimeter and Area Guided Reading 6-Pack
Title Fun and Games: Mazes: Perimeter and Area Guided Reading 6-Pack PDF eBook
Author
Publisher Teacher Created Materials
Pages 35
Release 2017-11-01
Genre Juvenile Nonfiction
ISBN 1493881981

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Get lost in reading about mazes! From the Ultimate Fort in Japan to the world's largest ice maze in Poland, students will travel deep into some amazing mazes from around the world as they learn to apply perimeter and area. By integrating math and literacy skills, this high-interest math reader makes learning mathematics simple, relevant, and fun, and the real-world examples of problem solving allow students to explore the concepts in meaningful ways. With an accessible glossary, vibrant images, clear mathematical charts and diagrams, and easy-to-read text, this book will engage readers and show them how to apply mathematics to their daily lives. Additional text features include a table of contents, index, captions, bold print, and an answer key to help build academic vocabulary and increase understanding. The challenging Problem Solving section and Let's Explore Math sidebars provide plenty of opportunities for students to practice their developing mathematics skills. This fascinating math reader makes learning geometry easy! This 6-Pack includes six copies of this Level S title and a lesson plan that specifically supports Guided Reading instruction.

Mazes in Videogames

Mazes in Videogames
Title Mazes in Videogames PDF eBook
Author Alison Gazzard
Publisher McFarland
Pages 191
Release 2013-05-01
Genre Games & Activities
ISBN 0786467940

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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

The Medium of the Video Game

The Medium of the Video Game
Title The Medium of the Video Game PDF eBook
Author Mark J. P. Wolf
Publisher University of Texas Press
Pages 228
Release 2010-07-22
Genre Games & Activities
ISBN 0292786646

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Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

History of Digital Games

History of Digital Games
Title History of Digital Games PDF eBook
Author Andrew Williams
Publisher CRC Press
Pages 273
Release 2017-03-16
Genre Computers
ISBN 1317503813

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The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

The Power of Games

The Power of Games
Title The Power of Games PDF eBook
Author William B Rouse
Publisher CRC Press
Pages 151
Release 2024-09-18
Genre Business & Economics
ISBN 1040105254

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Games have long played a central role in society – actually a central role in the animal kingdom. Their play provides primary behavioral mechanisms that enable animals to learn and socialize. Indeed, "play" is a core animal activity. The principal focus of this book is on how games foster human playing, learning, and competing, including how we can design games to do this better. The author provides a wealth of real-world examples of how he created games for clients in the domains of education, energy, healthcare, national security, and transportation. He has focused on training and aiding for strategic thinking, product planning, technology development, and business operations. The technologies underlying these games became increasingly sophisticated. This has taken on greater significance as the gaming industry has grown and prospered. Gaming revenues now dwarf film and theater. New games released gain millions of sales within a few days of release. What makes games so appealing? What is the psychology of gaming? Does it vary for card games, board games, simulation games, and online games? What makes a game successful over years? What about sports games? What sociological roles do they play in our society? Why do they claim such energy and devotion? Why are sports stars able to earn enormous contracts? What is the business of these games? Why is it expected to be increasingly lucrative? What strategies might succeed or fail? Who might be the losers and winners? This book addresses all of these questions as well as an overarching question for society – Can online games fundamentally enhance the education of employees and students? The author is convinced they can. This requires, however, that games be designed to achieve these ends. This book is intended to contribute to understanding how to create and evaluate such games. Essentially, games enable employees and managers to play, learn, compete, and achieve in terms of knowledge and skills gained, competencies attained, customers attracted, and economic outcomes. This book explains, illustrates, and motivates investments in these pursuits to these ends.