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OpTic Gaming

Author: H3CZ
Publisher: HarperCollins
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Size: 22,52 MB
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OpTic Gaming, the four-time Call of Duty Major League Gaming Champions and one of the top eSports teams in the world, now takes fans behind the controller—into the game and the minds of the greatest gamers in the world—in this fascinating and unique memoir and insider guide. Emerging on the scene in 2006, OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to the talents of legendary players such as Matt “NaDeSHoT” Haag, the biggest eSports personality on earth; Seth “Scump” Abner, the best Call of Duty player in the world; Midnite, one of the first girl gamers to rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team founder and CEO. With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game. Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.


Design Motivation and Frameworks in Game Based Learning

Author: Tan, Wee Hoe
Publisher: IGI Global
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Format Type: PDF
Size: 17,35 MB
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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.


Guinness World Records 2017 Gamer s Edition

Author: Guinness World Records
Publisher: Guinness World Records
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Format Type: PDF
Size: 24,37 MB
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It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!


Defining Sport

Author: Shawn E. Klein
Publisher: Lexington Books
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Size: 11,80 MB
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Defining Sport: Conceptions and Borderlines is not about the variations of usage of the term “sport.” It is about the concept, the range of activities in the world that we unite into one idea—sport. It is through the project of defining sport that we can come to understand these activities better, how they are similar or different, and how they relate to other human endeavors. This definitional inquiry, and the deeper appreciation and apprehension of sport that follows, is the core of this volume. Part I examines several of the standard and influential approaches to defining sport. Part II uses these approaches to examine various challenging borderline cases. These chapters examine the interplay of the borderline cases with the definition and provide a more thorough and clearer understanding of both the definition and the given cases. This work is not meant to be the definitive or exhaustive account of sport. It is meant to inspire further thought and debate on just what sport is; how it relates to other activities and human endeavors; and what we can learn about ourselves through the study of sport. This book will be of interest to scholars in philosophy of sport, history, communications, sociology, psychology, sports management, cultural studies, and physical education.


The eSports Market and eSports Sponsoring

Author: Julian Heinz Anton Ströh
Publisher: Tectum Wissenschaftsverlag
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Format Type: PDF, Docs
Size: 30,73 MB
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In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.


Appreneur

Author: Taylor Pierce
Publisher: Apress
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Format Type: PDF, ePub, Mobi
Size: 11,97 MB
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You are interested in making an app. You have read all of the stories of successful developers and appreneurs. You are determined to get a piece of the pie. The world of apps is the fastest growing market in the world today, and it is here to stay. The best part is you can get in on it! Now what if I told you that without the knowledge contained in this book the odds of you making a profit are slim to none? What if I also told you that you probably wouldn’t break even? There is more to apps than most people think. The average person assumes that if they make an app, they will instantly become a millionaire. The truth is without the knowledge from years of successes and failures, you just won’t know where to begin. Appreneur book contains tips, tricks, secrets, and stories from the top developers, appreneurs, and companies from around the globe. After reading this book, you will have the knowledge to bring your idea to life, market it, promote it, and sell it in a way that would have otherwise been impossible. What you’ll learn How to start at the bottom and rise to the top How to choose the right development and platform for you How to create a market for yourself instead of playing the competition How to generate revenue from various app business models available How to figure out what's hot versus what's not How to make the most of your advertising dollars What is free to pay (F2P) model and how to take advantage of it How to secure your rights and later sell your rights to cash out or "hit it big" How to evolve with the app stores and keep piracy to a minimum Who this book is for This book is for aspiring indie mobile app developers, especially those who want to build and sell apps on Apple iTunes App Store. Table of ContentsStarting at the Bottom and Rising to the Top Choosing the Right Development Option for You Don't Compete in a Market; Create it Generating Revenue from Various Business Models Managing Users for Today for Success Tomorrow What's Hot and What's Not Making the Most of your Advertising Money Plan to Scale or Your App Will Fail Life Cycles of Apps Selling The Rights and Cashing Out Keeping Piracy to a Minimum Evolving with the App Store Appendix: Guest Chapter by Appversal


Funworld

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Fiber Optic Sensors Systems Monthly Newsletter 04 10

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Publisher: Information Gatekeepers Inc.
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Size: 26,85 MB
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Indian Gaming

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Size: 18,32 MB
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Submarine Fiber Optic Communications Systems

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Publisher: Information Gatekeepers Inc
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Format Type: PDF, Docs
Size: 16,73 MB
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