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Internet games. --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Video games.
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Video games --- Video games. --- Television games --- Videogames --- Electronic games
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Plus de 40 % de la population joue aux jeux vidéo. Les femmes représentent 52 % des joueurs. 63 % des Français de plus de 10 ans ont joué aux jeux vidéo. L'âge moyen des joueurs, aujourd'hui de 35 ans, est en constante augmentation. C'est le divertissement préféré des Français et la première industrie culturelle dans le monde. En une poignée d'années, les jeux vidéo se sont positionnés comme une locomotive de l'économie numérique. Ce succès tient à des logiques de marché que les éditeurs de jeux savent habilement exploiter. Mais cette explication ne suffit pas ! Les jeux vidéo ont pu prendre cette place grâce à leurs qualités propres. Ils sont devenus un média incontournable parce qu'ils sont des objets de plaisir pur. Ils sont des manières de se mettre en lien avec soi-même et avec les autres. Mais ils sont aussi plus que cela : ils sont une manière d'apprivoiser le futur.
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"Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's 'Aquarium' up to the REACTOR games for several teams of executives."--Publisher's website.
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Programming --- games
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You will learn by doing. First a brief crash course in Lua and Corona. Once this is done you will be thrown straight into creating fully functional complete games chapter by chapter. Certain chapters are reserved for adding advanced features such as multiple device integration, social networking and monetization. This book is for anyone who wants to have a go at creating commercially successfully games for Android and iOS. You don't need game development or programming experience.
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