Books on the topic 'Simulation and video'
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Gameplay mode: War, simulation, and technoculture. Minneapolis: Univ Of Minnesota Press, 2011.
Find full text1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.
Find full textCinema of simulation: Hyperreal Hollywood in the long 1990s. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.
Find full textCohen, Mark L. The Sims house party expansion pack: Prima's official strategy guide. Roseville, CA: Prima Games, 2001.
Find full textBrady, Matthew K. Army Men: Air Combat. Roseville, California, United States of America: Prima Games, 2000.
Find full textGaming the past: Using video games to teach secondary history. New York: Routledge, 2011.
Find full textMarco, Brizzi, and Giaconia Paola 1971-, eds. Beyond media: Oltre i media : 6. Festival internazionale di architettura in video : (02). Firenze, Italia: iMage, Università degli Studi di Firenze, Facoltà di Architettura, Dipartimento di Tecnologie dell'Architettura e Design "Pierluigi Spadolini", 2002.
Find full textGame-based teaching and simulation in nursing and healthcare. New York: Springer Pub. Co., 2012.
Find full textBeal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textHanshaw, Carol Ann. Mastering Genesis sports games. Greensboro, N.C: Compute Books, 1993.
Find full textInc, Nintendo of America, ed. Pups: The official Nintendogs companion. Redmond, Wash: Nintendo of America, 2006.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2010.
Find full textCentric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textCentric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textGee, James Paul. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2009.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textElisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2010.
Find full text(Firm), Prima Games, ed. NBA Street.: Prima official game guide. Roseville, CA: Prima Games, 2005.
Find full textFrühe Neuzeit im Videospiel: Geschichtswissenschaftliche Perspektiven. Bielefeld: Transcript, 2014.
Find full textRick, Selby, and Smith Richard Wayne, eds. Microsoft train simulator. San Francisco, CA: Sybex, 2001.
Find full text(Firm), Triumph Books, ed. Minecrafter: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books LLC, 2013.
Find full textTalley, Trevor. The big book of Minecraft: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books, 2014.
Find full textCalfior, Fred J. IFR flights of 13MIKE for versions 4.0 and 5.0: A Microsoft Flight simulator action book. Prescott, AZ: CalMil Pub., 1994.
Find full textW, Miller Douglas, ed. Flights of "13MIKE" for versions 4.0 and 5.0: A Microsoft Flight simulator companion. Prescott, AZ: CalMil Pub., 1994.
Find full textMcKinley, Michael. Maya studio projects: Game environments and props. Indianapolis, Ind: Wiley Pub., 2010.
Find full textEASTMAN. Official Guide to Command & Conquer. Indianapolis, USA: BradyGames, 1995.
Find full textKimberly, Rufer-Bach, and Platel Richard, eds. Creating your world: The official guide to advanced content creation for second life. Indianapolis, IN: Wiley Pub., 2008.
Find full textMaya studio projects: Game environments and props. Indianapolis, Ind: Wiley Technology Pub., 2010.
Find full textMcKinley, Michael. Maya studio projects: Game environments and props. Indianapolis, Ind: Wiley Technology Pub., 2010.
Find full textGamification: Concepts, methodologies, tools, and applications. Hershey, PA: Information Science Reference, 2015.
Find full textMooney, Shane. Battlezone: Official Strategy Guide. Indianapolis, USA: BradyGames, 1998.
Find full textPaula, Spiese, ed. Power monger: The official strategy guide. Rocklin, CA: Prima Pub., 1993.
Find full textArmy Men: Sarge's Heroes. 6th ed. Roseville, California, United States of America: Prima Games, 1999.
Find full textBrenda, Kienan, ed. SimCity 2000: Strategies and Secrets. San Francisco, USA: Sybex, 1994.
Find full textTauber, Daniel A. SimCity 2000 strategies and secrets. 2nd ed. San Francisco: Sybex, 1995.
Find full textby), Philip Rosedale (Foreword, ed. Second life: The official guide. Hoboken, N.J, USA: John Wiley, 2007.
Find full textMaster SimCity /SimEarth: City & planet design strategies. Carmel, Ind., USA: SAMS, 1991.
Find full text1960-, Fontaine George R., ed. The Official Lucasfilm Games Air Combat Strategies Book. Rocklin, CA: Prima Publishing, 1992.
Find full textTerry, Borst, ed. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.
Find full textDubanov, Aleksandr. Geometric modeling of pursuit problems in Mathcad. ru: Publishing Center RIOR, 2020. http://dx.doi.org/10.29039/02031-9.
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