XBOX 360 Achievements

XBOX 360 Achievements

Author: BradyGames

Publisher: BradyGames

Published: 2007

Total Pages: 324

ISBN-13: 9780744010008

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The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!


Book Synopsis XBOX 360 Achievements by : BradyGames

Download or read book XBOX 360 Achievements written by BradyGames and published by BradyGames. This book was released on 2007 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Ultimate Xbox 360 Achievements guide that covers strategy to increase a player's Gamerscore and lists the achievements for the top 20 Xbox 360 games and how to unlock them!


Xbox360 Achievement Guide

Xbox360 Achievement Guide

Author: Prima Games Staff

Publisher: Prima Games

Published: 2008-12-09

Total Pages: 436

ISBN-13: 9780761561583

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Strategies for Unlocking Achievements from 100 top games including: Halo 3 (All 1250) Call of Duty 4: Modern Warfare Bioshock Army of Two DiRT Bully: Scholarship Edition Fable 2 Too Human Marvel Ultimate Alliance Blue Dragon Alone in the Dark And Many More Fast Points Earn five thousand gamer points in 24 hours of gameplay, 1000 points in 5 minutes, and 25 easy achievements. Points Galore TMNT (4 hours 1,000 points) Avatar (10 minutes 1,000 points) CSI (5 hours 1,000 points) Jumper (6 hours 1,000 points)


Book Synopsis Xbox360 Achievement Guide by : Prima Games Staff

Download or read book Xbox360 Achievement Guide written by Prima Games Staff and published by Prima Games. This book was released on 2008-12-09 with total page 436 pages. Available in PDF, EPUB and Kindle. Book excerpt: Strategies for Unlocking Achievements from 100 top games including: Halo 3 (All 1250) Call of Duty 4: Modern Warfare Bioshock Army of Two DiRT Bully: Scholarship Edition Fable 2 Too Human Marvel Ultimate Alliance Blue Dragon Alone in the Dark And Many More Fast Points Earn five thousand gamer points in 24 hours of gameplay, 1000 points in 5 minutes, and 25 easy achievements. Points Galore TMNT (4 hours 1,000 points) Avatar (10 minutes 1,000 points) CSI (5 hours 1,000 points) Jumper (6 hours 1,000 points)


Xbox 360 For Dummies

Xbox 360 For Dummies

Author: Brian Johnson

Publisher: John Wiley & Sons

Published: 2011-05-09

Total Pages: 362

ISBN-13: 1118084837

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Microsoft's Xbox now accounts for 37 percent of the game console market, and the new Xbox 360 is due out for the 2005 holiday season, months before Sony's PlayStation 3. When gamers take the new Xbox home, however, they'll soon discover that it's more than a just a game machine-it's a full-fledged home media hub with more power than most PCs. This friendly guide shows how to maximize both gaming and non-gaming features of this amazing machine. Topics covered include hooking up Xbox 360, taking advantage of HDTV and Dolby capabilities, using built-in digital video recording and wireless functions, storing media files, playing music, and displaying photos Shows how to have even more fun by taking an Xbox online for massively multiplayer gaming, instant messaging, and more Discusses the social potential of the Xbox, which people can use to make new friends, join groups and teams, and even throw fantastic parties Includes tips for securing the Xbox from online threats


Book Synopsis Xbox 360 For Dummies by : Brian Johnson

Download or read book Xbox 360 For Dummies written by Brian Johnson and published by John Wiley & Sons. This book was released on 2011-05-09 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: Microsoft's Xbox now accounts for 37 percent of the game console market, and the new Xbox 360 is due out for the 2005 holiday season, months before Sony's PlayStation 3. When gamers take the new Xbox home, however, they'll soon discover that it's more than a just a game machine-it's a full-fledged home media hub with more power than most PCs. This friendly guide shows how to maximize both gaming and non-gaming features of this amazing machine. Topics covered include hooking up Xbox 360, taking advantage of HDTV and Dolby capabilities, using built-in digital video recording and wireless functions, storing media files, playing music, and displaying photos Shows how to have even more fun by taking an Xbox online for massively multiplayer gaming, instant messaging, and more Discusses the social potential of the Xbox, which people can use to make new friends, join groups and teams, and even throw fantastic parties Includes tips for securing the Xbox from online threats


Video Game Achievements and Unlockables

Video Game Achievements and Unlockables

Author: Barbara Smith

Publisher: Prima Lifestyles

Published: 2007

Total Pages: 308

ISBN-13: 9780761557036

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- Achievements for over 200 Xbox 360 games. - Easy and Hard icons let you know which points to go after first! - Bonus: unlockables for hundreds of games on every major console!


Book Synopsis Video Game Achievements and Unlockables by : Barbara Smith

Download or read book Video Game Achievements and Unlockables written by Barbara Smith and published by Prima Lifestyles. This book was released on 2007 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: - Achievements for over 200 Xbox 360 games. - Easy and Hard icons let you know which points to go after first! - Bonus: unlockables for hundreds of games on every major console!


It Came From Ohio!: My Life As a Writer

It Came From Ohio!: My Life As a Writer

Author: R. L. Stine

Publisher: Scholastic Inc.

Published: 2015-04-28

Total Pages: 170

ISBN-13: 0545820677

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Revised and updated, the autobiography of the Master of Fright, RL Stine! The autobiography of RL Stine, creator of the Goosebumps series, now a motion picture in theaters October 16, 2015!Has he had a horrifying life?-Was RL Stine a SCARY kid?-Did he have a WEIRD family?-Did his friends at school think he was STRANGE?- Why does he like to TERRIFY his readers?-Where does he get the frightening ideas for his stories?All of your questions about best-selling your favorite author are answering in this STINE-TINGLING life story! For the first time ever, RL Stine reveals what he was like when he was YOUR age--and what his scary life is like TODAY!Plus: Private snapshots and photos from his family album!


Book Synopsis It Came From Ohio!: My Life As a Writer by : R. L. Stine

Download or read book It Came From Ohio!: My Life As a Writer written by R. L. Stine and published by Scholastic Inc.. This book was released on 2015-04-28 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revised and updated, the autobiography of the Master of Fright, RL Stine! The autobiography of RL Stine, creator of the Goosebumps series, now a motion picture in theaters October 16, 2015!Has he had a horrifying life?-Was RL Stine a SCARY kid?-Did he have a WEIRD family?-Did his friends at school think he was STRANGE?- Why does he like to TERRIFY his readers?-Where does he get the frightening ideas for his stories?All of your questions about best-selling your favorite author are answering in this STINE-TINGLING life story! For the first time ever, RL Stine reveals what he was like when he was YOUR age--and what his scary life is like TODAY!Plus: Private snapshots and photos from his family album!


Windows Phone 7 Secrets

Windows Phone 7 Secrets

Author: Paul Thurrott

Publisher: John Wiley & Sons

Published: 2010-10-26

Total Pages: 635

ISBN-13: 1118006615

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Written with unequalled internal access to the Window's Phone Team, thisbookwill reveal to you the inner workings of Windows Phone and how to make it work the way you want it to. Personalized notations, interior elements, and author highlights emphasize key content throughout the book, making it easier for you to navigate the book. The book begins by showing you to select and setup the right Windows Phone, then moves on to discuss integrated experiences, applications and hubs, games, and much more.


Book Synopsis Windows Phone 7 Secrets by : Paul Thurrott

Download or read book Windows Phone 7 Secrets written by Paul Thurrott and published by John Wiley & Sons. This book was released on 2010-10-26 with total page 635 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written with unequalled internal access to the Window's Phone Team, thisbookwill reveal to you the inner workings of Windows Phone and how to make it work the way you want it to. Personalized notations, interior elements, and author highlights emphasize key content throughout the book, making it easier for you to navigate the book. The book begins by showing you to select and setup the right Windows Phone, then moves on to discuss integrated experiences, applications and hubs, games, and much more.


My Xbox One

My Xbox One

Author: Bill Loguidice

Publisher: Que Publishing

Published: 2014-05-26

Total Pages: 320

ISBN-13: 0133539938

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My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect™, Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to • Set up Xbox One, Kinect, and Xbox Live quickly–and start having fun now! • Personalize settings, gamertags, avatars, gamerpics… your whole Xbox One experience • Start your party, add chat, use built-in Skype, even make group video calls • Capture video of your best gameplay moments with Game DVR • Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more • Play or stream all the music you love • Web surf with Xbox One’s supercharged version of Internet Explorer • Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate


Book Synopsis My Xbox One by : Bill Loguidice

Download or read book My Xbox One written by Bill Loguidice and published by Que Publishing. This book was released on 2014-05-26 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: My Xbox One Step-by-step instructions with callouts to colorful Xbox One images that show you exactly what to do Help when you run into problems with Xbox One, Kinect™, Xbox Live®, or SmartGlass Tips and Notes to help you get the most from your Xbox One system Full-color, step-by-step tasks show how to have maximum fun with your new Xbox One! Learn how to • Set up Xbox One, Kinect, and Xbox Live quickly–and start having fun now! • Personalize settings, gamertags, avatars, gamerpics… your whole Xbox One experience • Start your party, add chat, use built-in Skype, even make group video calls • Capture video of your best gameplay moments with Game DVR • Watch great video from practically anywhere: cable or satellite, DVD, Blu-ray, Netflix, Hulu Plus, Amazon Prime, and more • Play or stream all the music you love • Web surf with Xbox One’s supercharged version of Internet Explorer • Use SmartGlass to transform your iPhone, iPad, Android, or Windows 8 device into a second Xbox screen or remote control CATEGORY: Consumer Electronics COVERS: Xbox One USER LEVEL: Beginning-Intermediate


Xbox One

Xbox One

Author: Wayne Dixon

Publisher: Wayne Dixon

Published:

Total Pages: 63

ISBN-13:

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If you're busy and you don't have the time to go and read every single article from the myriad of websites that have information about the Xbox One, then you should buy this guide to help walk you through all of the features, controversy, and issues revolving around the Xbox One. This book will take you back through the history of the Xbox, from the humble beginnings of the original Xbox, through the Xbox 360 and all of its various permutations, where you will end up at the Xbox One. While this guide does offer some analysis, it is primarily a factual and informational guide to the Xbox line. This in-depth look at Microsoft's latest gaming console, the Xbox One includes aspects like games, hardware specifications, how software is handled, Kinect and its functionality and even includes all of the new features. This book is being updated on a regular basis to include new information as it is unveiled. Purchase this book now and you will receive all of the updates for free. This version contains updates from Microsoft's E3 Presentation including price, availability date and more updates regarding used game policies. Version 1.5 (10/30/2013) has additional information about 3rd Party Headsets, Orientation issues with the Xbox One, Social sharing on Facebook and YouTube, some details about the processor in the Xbox One, additional information about Friends on Xbox Live, Friends on Xbox Live with Xbox One, Additional capabilities for the Kinect, racing wheels for the Xbox One, and a video demonstrating the Xbox One Dashboard.


Book Synopsis Xbox One by : Wayne Dixon

Download or read book Xbox One written by Wayne Dixon and published by Wayne Dixon. This book was released on with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you're busy and you don't have the time to go and read every single article from the myriad of websites that have information about the Xbox One, then you should buy this guide to help walk you through all of the features, controversy, and issues revolving around the Xbox One. This book will take you back through the history of the Xbox, from the humble beginnings of the original Xbox, through the Xbox 360 and all of its various permutations, where you will end up at the Xbox One. While this guide does offer some analysis, it is primarily a factual and informational guide to the Xbox line. This in-depth look at Microsoft's latest gaming console, the Xbox One includes aspects like games, hardware specifications, how software is handled, Kinect and its functionality and even includes all of the new features. This book is being updated on a regular basis to include new information as it is unveiled. Purchase this book now and you will receive all of the updates for free. This version contains updates from Microsoft's E3 Presentation including price, availability date and more updates regarding used game policies. Version 1.5 (10/30/2013) has additional information about 3rd Party Headsets, Orientation issues with the Xbox One, Social sharing on Facebook and YouTube, some details about the processor in the Xbox One, additional information about Friends on Xbox Live, Friends on Xbox Live with Xbox One, Additional capabilities for the Kinect, racing wheels for the Xbox One, and a video demonstrating the Xbox One Dashboard.


Debugging Game History

Debugging Game History

Author: Henry Lowood

Publisher: MIT Press

Published: 2024-02-06

Total Pages: 465

ISBN-13: 0262551101

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Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf


Book Synopsis Debugging Game History by : Henry Lowood

Download or read book Debugging Game History written by Henry Lowood and published by MIT Press. This book was released on 2024-02-06 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf


Achievement Relocked

Achievement Relocked

Author: Geoffrey Engelstein

Publisher: MIT Press

Published: 2020-02-18

Total Pages: 149

ISBN-13: 026204353X

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How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.


Book Synopsis Achievement Relocked by : Geoffrey Engelstein

Download or read book Achievement Relocked written by Geoffrey Engelstein and published by MIT Press. This book was released on 2020-02-18 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.