computer games

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computer games

How to create adventure games

1986
Provides instructions for writing a computer program for an adventure game using BASIC.

Monkeewrench

2003
A serial killer is mimicking the murders that happen on a video game created by the Monkeewrench corporation but with three people dead and a video game that includes seventeen murders, the police and the Monkeewrench staff are scrambling to find out who is next and who the murderer is.

Game boys

triumph, heartbreak, and the quest for cash in the battleground of competitive videogaming
2009

Beginning game programming

2007
Presents introductory game programming guidance and reference tools for those with a basic understanding of C, and includes a CD-ROM containing DirectX 9 SDK, Anim8or 3D, Audacity, Mappy, a thirty-day trial of Pro Motion, and source code from the book. CD is in Library Office and must be signed out.

Scavenger hunt

2001
Jay finds more than he bargained for when he goes dumpster diving and comes up with a hot new computer game that is infected with a sinister virus.

Reamde

2012
Richard Forthrast, having dodged the draft in 1972 and become wealthy from smuggling marijuana across the Canadian border, develops a multi-million dollar, massively multiplayer online role-playing game after returning to the United States, and, after hackers create a virus that holds the electronic files of players ransom, he finds himself in a battle for survival as he travels around the world as a participant in a deadly war beyond the boundaries of the game's virtual universe.

The computer's nerd

2002
Arthur receives a new computer from his parents that includes a strange program called "The Game," which gives him a perfect opportunity to get even with three schoolmates who continually bully him; however, "The Game" soon gets out of control. (computer games, video games, hacking, coding).

What video games have to teach us about learning and literacy

2004
Discusses thirty-six principles of learning that the author argues are built into good video games, and looks at how those principles relate to three areas of research on learning, including situated cognition, the New Literacy Studies, and connectionism.

Joystick nation

how videogames ate our quarters, won our hearts, and rewired our minds
1997
Describes the history and popularity of video games and describes popular coin-operated and home video game cartridge games. Also features insights into how the computer image "blips" and simple electronic sounds of 1970s games have emerged to become state-of-the-art graphics and entire musical songs in the 1990s.

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