Fifa22 Game

Fifa22 Game
Author: Kaid Sami
Publisher:
Total Pages: 120
Release: 2021-07-20
Genre:
ISBN:

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FIFA22 GAME, FIFA 22 EA SPORTS, 6x9size,120pages

EA Sports FIFA

EA Sports FIFA
Author: Raiford Guins
Publisher: Bloomsbury Publishing USA
Total Pages: 305
Release: 2022-07-14
Genre: Social Science
ISBN: 1501375350

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If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA's football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA's FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium's culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance of EA's FIFA. From looking at the cultures of fandom to analyzing the technical elements of the sports simulation, and covering the complicated relations that EA's FIFA has with gender, embodiment, and masculinity, this collection provides a comprehensive understanding of a video game series that is changing the way the most popular sport in the world is experienced. In doing so, the book serves as a reference text for scholars in many disciplines, including game studies, sociology of sports, history of games, and sports research.

FIFA

FIFA
Author: Mari Bolte
Publisher: Norwood House Press
Total Pages: 48
Release: 2023-01-15
Genre: Juvenile Nonfiction
ISBN: 1684507413

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Learn about FIFA soccer and how to dribble, pass, and dive your way to an exciting game. Explore the history of FIFA and peer into the future of one of the world’s most popular games. FIFA will give you a behind-the-scenes look at a great game, with features that include a glossary, index, and bibliography for further reading. Young game enthusiasts get the information they want with the A Great Game! series. These fun-filled books trace the history of popular games, provide details about the creators, explore competitions, and take a look at future plans and challenges. From FIFA to Sonic the Hedgehog, readers learn about playing their favorite games, or get introduced to a new one. Basic strategy, guidelines and needed equipment are explained. Each book includes a glossary, index, and bibliography for further reading. Perfect connection to STEM.

Optimizing Play

Optimizing Play
Author: Christopher A. Paul
Publisher: MIT Press
Total Pages: 201
Release: 2024-05-14
Genre: Games & Activities
ISBN: 0262378329

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An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

Playing Software

Playing Software
Author: Miguel Sicart
Publisher: MIT Press
Total Pages: 205
Release: 2023-02-14
Genre: Social Science
ISBN: 0262373173

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The play element at the heart of our interactions with computers—and how it drives the best and the worst manifestations of the information age. Whether we interact with video games or spreadsheets or social media, playing with software shapes every facet of our lives. In Playing Software, Miguel Sicart delves into why we play with computers, how that play shapes culture and society, and the threat posed by malefactors using play to weaponize everything from conspiracy theories to extractive capitalism. Starting from the controversial idea that software is an essential agent in the information age, Sicart considers our culture in general—and our way of thinking about and creating digital technology in particular—as a consequence of interacting with software’s agency through play. As Sicart shows, playing shapes software agency. In turn, software shapes our agency as we adapt and relate to it through play. That play drives the creation of new cultural, social, and political forms. Sicart also reveals the role of make-believe in driving our playful engagement with the digital sphere. From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.

The Official Gang

The Official Gang
Author: Chikamso Kanu
Publisher: Grosvenor House Publishing
Total Pages: 100
Release: 2023-09-14
Genre: Juvenile Fiction
ISBN: 1803816678

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THE OFFICIAL GANG is set in an imaginary world of intriguing characters making up a gang. This epic tale is full of fun and humour as well as serious subjects such as bullies, jealousy, fighting and health.

Soccer Empire

Soccer Empire
Author: Laurent Dubois
Publisher: Univ of California Press
Total Pages: 350
Release: 2010-06-01
Genre: History
ISBN: 0520945743

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When France both hosted and won the World Cup in 1998, the face of its star player, Zinedine Zidane, the son of Algerian immigrants, was projected onto the Arc de Triomphe. During the 2006 World Cup finals, Zidane stunned the country by ending his spectacular career with an assault on an Italian player. In Soccer Empire, Laurent Dubois illuminates the connections between empire and sport by tracing the story of World Cup soccer, from the Cup’s French origins in the 1930s to Africa and the Caribbean and back again. As he vividly recounts the lives of two of soccer’s most electrifying players, Zidane and his outspoken teammate, Lilian Thuram, Dubois deepens our understanding of the legacies of empire that persist in Europe and brilliantly captures the power of soccer to change the nation and the world.

Loathe to Love You

Loathe to Love You
Author: Ali Hazelwood
Publisher: Penguin
Total Pages: 385
Release: 2023-01-03
Genre: Fiction
ISBN: 059363800X

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An Instant New York Times Bestseller! From the New York Times bestselling author of The Love Hypothesis comes a collection of steamy, STEMinist novellas featuring a trio of engineers and their loves in loathing—with a special bonus chapter! Under One Roof An environmental engineer discovers that scientists should never cohabitate when she finds herself stuck with the roommate from hell—a detestable big-oil lawyer who won’t leave the thermostat alone. Stuck with You A civil engineer and her nemesis take their rivalry—and love—to the next level when they get stuck in a New York elevator. Below Zero A NASA aerospace engineer's frozen heart melts as she lies injured and stranded at a remote Arctic research station and the only person willing to undertake the dangerous rescue mission is her longtime rival.

Game AI Uncovered

Game AI Uncovered
Author: Paul Roberts
Publisher: CRC Press
Total Pages: 234
Release: 2024-02-23
Genre: Computers
ISBN: 1003847773

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Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more. Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but will also spark ideas for new approaches. This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge. .

Playing the Middle Ages

Playing the Middle Ages
Author: Robert Houghton
Publisher: Bloomsbury Publishing
Total Pages: 289
Release: 2023-08-24
Genre: History
ISBN: 1350242896

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The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.