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1. 007 Nightfire [electronic resource]. [2002]
- Xbox. - Redwood City, CA : EA Games, c2002.
- Description
- Software/Multimedia — 1 computer optical disc : sd., col. ; 4 3/4 in. + booklet.
- Summary
-
"James Bond returns to battle evil on an international level in this follow-up to the best-selling Agent Under Fire. Developed by the same company responsible for The World Is Not Enough on the Nintendo 64, NightFire features a mixture of first-person shooting action and mission-based driving sequences from behind such sophisticated vehicles as the Aston Martin Vanquish. "--All game guide.
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Media & Microtext Center
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ZMS 3426 | Unknown |
- Schwartz, Tony.
- New York : Folkways Records, 1953.
- Description
- Music recording — 1 online resource.
- Summary
-
- Jump rope
- Bounce ball
- Camp songs
- Rhymes
- Ring games
- Clap games
- Folk songs
- Church
- Rhythm.
3. 1. ensayos [1998]
- [Oaxaca] : Universidad Autónoma "Benito Juárez" de Oaxaca, 1998.
- Description
- Book — 114 p. ; 21 cm.
- Summary
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- Título de ciudad de Antequera 465 aniversario / Manuel Esparza
- Lawrence y Lowry : la fascinación de lo cotidiano / Ulises Torrentera
- Los derechos indígenas en el pensamiento juarista / Eduardo Castellanos.
- Online
SAL3 (off-campus storage)
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PQ7236 .C6 E87 1998 | Available |
4. 100 great kid's games [2005]
- Cambridge, MA : SoftKey International, [2005].
- Description
- Software/Multimedia — 1 computer disc : CD-ROM, sound, color ; 4 3/4 in.
- Online
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ZMS 3109 | Unknown |
5. 100 greatest video game characters [2017]
- Lanham, Maryland : Rowman & Littlefield, [2017]
- Description
- Book — xii, 247 pages ; 26 cm.
- Summary
-
Though in existence for only a few decades, video games are now firmly established in mainstream culture all around the planet. Every year new games are produced, and every year new favorites emerge. But certain characters have become so iconic that they withstand both time and the shifting interests of players. Such creations permeate other elements of popular culture-from graphic novels to film-and are known not only to dedicated gamers but to the general public as well. In 100 Greatest Video Game Characters, readers can learn about some of the most popular and influential figures that have leapt from computer monitors and television screens and into the public consciousness. The entries in this volume provide general facts about the characters as well as explore their cultural significance. The entries include the following information: *Game developer *Year character was established *Video game franchise In addition, the book examines the commonalities of various video game characters to help readers better understand their popularity and how they operate within the video games and the industry itself. Whether casually looking up information on video game characters or researching what these icons says about society, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Characters will appeal to fans and scholars alike.
(source: Nielsen Book Data)
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Green Library
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GV1469.34 .C48 A25 2017 | Unknown |
6. 100 greatest video game franchises [2017]
- Lanham, Maryland : Rowman & Littlefield, a wholly owned subsidiary of The Rowman & Littlefield Publishing Group, Inc., [2017]
- Description
- Book — xii, 253 pages ; 27 cm.
- Summary
-
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset - to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game's cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
(source: Nielsen Book Data)
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GV1469.3 .A15 2017 | Unknown |
- Würzburg : Ergon, 1996.
- Description
- Book — 152 p. : ill. ; 21 x 30 cm.
- Online
Green Library
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GV722 1896 .A15 1996 F | Unknown |
8. 100 mängu lapsega [2003]
- [Tallinn] : Ajakirjade Kirjastus, [2003]
- Description
- Book — 95 pages : color illustrations ; 21 cm
- Online
SAL3 (off-campus storage)
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GV1204.68 .E8 A22 2003 | Available |
9. 100 principles of game design [2013]
- Berkeley, Calif. : New Riders, c2013.
- Description
- Book — 223 p. : ill. (some col.) ; 26 cm.
- Summary
-
- Introduction - What is this book? How to use it. Universal Principles For The Design Process Design by committee The 80/20 Rule The four ways to be creative Universal Principles For Game Creation Operant conditioning - the Skinner Box Rock Paper Scissors (game theory) Volunteer's Dilemma (game theory) Memory games vs. Skill games Theories of fun Cognitive Biases - Anchoring Bias, Availability Bias, Confirmation Bias, Commision Bias Motivation via: Food/Sex/Movement/Faces/Stories/Surprise Universal Principles For Game Balancing Supply/Demand Scarcity Conspicuous Consumption Synergy Gestalt The "Strong Tie" Universal Principles For Troubleshooting Attention Vs. Perception Instant/Delayed Gratification Seven Universal Emotions Cultural Conundrums.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Engineering Library (Terman)
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QA76.76 .C672 A15 2013 | Unknown |
- Seoul : Korean Overseas Imformation Service, 1981.
- Description
- Book — 32 p. : ill. ; 22 cm.
- Online
SAL3 (off-campus storage)
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GV722 1988 A5 1981 | Available |
11. 100 videogames [2007]
- Newman, James (James A.)
- London : BFI, 2007.
- Description
- Book — xvi, 261 p. : ill. ; 17 cm.
- Summary
-
Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons' guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.
(source: Nielsen Book Data)
- Online
Green Library
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GV1469.3 .N47 2007 | Unknown |
- Chernev, Irving, 1900-1981
- New York, Simon and Schuster, 1955.
- Description
- Book — 555 p. illus. 22 cm.
- Online
SAL3 (off-campus storage)
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GV1452 .C5 1955A | Available |
13. 1000 game heroes [2002]
- Köln ; London : Taschen, c2002.
- Description
- Book — 608 p. : ill. (some col.), col. ports. ; 26 cm.
- Online
Green Library
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GV1469.15 .A15 2002 | Unknown |
- Han, Yaya.
- Beverly, MA : Quarry Books, 2013.
- Description
- Book — 1 online resource (320 pages) : color illustrations
- Summary
-
- Cover
- Title
- Contents
- Introduction
- Chapter I: 0001�0375 ANIME + MANGA
- Chapter II: 0376�0645 VIDEO GAMES
- Chapter III: 0646�0689 TELEVISION
- Chapter IV: 0690�0781 MOVIES + BOOKS
- Chapter V: 0782�0882 COMIC BOOKS
- Chapter VI: 0883�0981 CUSTOM CHARACTERS
- Chapter VII: 0982�1000 PROPS
- Contributor Directory
- About the Authors
- Acknowledgments
(source: Nielsen Book Data)
- London [England] : Cassell Illustrated, c2010.
- Description
- Book — 960 p. : col. ill. ; 21 cm.
- Summary
-
In fewer than fifty years video games have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. Each entry includes an illustrated screenshot of the game in action, along with details of its original release date and platform, with informative and authoritative text outlining its play mechanics, artistic qualities, contributions to its respective genre, and more. From "Donkey Kong" to "Doom", and from "Frogger" to "Final Fantasy", "1001 Video Games You Must Play Before You Die" is the essential guide to everything from the old favorites to those breaking new ground. These are the games that should not be missed.
(source: Nielsen Book Data)
- Online
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GV1469.3 .A16 2010 | Unknown |
- Oak Ridge, Tenn. : distributed by the Office of Scientific and Technical Information, U.S. Dept. of Energy, 2010
- Description
- Book — 1 online resource (3:55:14 ) : digital, PDF file.
- Summary
-
OPEN Sessions on Wednesday, 17 February at 8h30-13h00 and 18 February at 9h00-11h00 in MAIN AUDITORIUM, CERN staff and Users are welcome to attend Open Sessions - LIVE WEBCAST. CLOSED Sessions in Conference room 60-6-015 Wednesday 17 February at 14h00-19h00 and continued on Thursday, 18 February at 11h00-17h00.
- Online
17. 101 best games for two [1957]
- New York, Sterling Pub. Co. [1957]
- Description
- Book — 124 p. illus. 21 cm.
- Online
SAL3 (off-campus storage)
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790.3 .B671 | Available |
18. 101 great games & activities [1998]
- San Francisco, CA : Pfeiffer, ©1998.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Career Development-- Myths - Doris J. Shallcross-- Objects - Arthur VanGundy-- Occupational Grab Bag - Arthur VanGundy-- Road Maps - Frank Prince-- Change Management-- Broomstick Demonstration - M. K. Key, Blair Nickle, and Caroline Portis-- Creating Aim - M. K. Key and Scott Fisher-- Helping Others Deal with Change - M. K. Key-- Turning Misery into Merriment - Anne Durrum Robinson-- Clarifying Expectations-- Guaranteed to Fail - Sivasailam Thiagarajan and Raja Thiagarajan-- The Tie that Binds - Arthur VanGundy-- We've Got Rhythm - Janice Kilgore and Arthur VanGundy-- Wall Murals - Arthur VanGundy-- Climate Setting-- Bond and Connect - Robert Alan Black-- Feather Talk - Deanna Berg-- Perceptions - Roger J. Syverson-- Rumperstickers - Anne Durrum Robinson-- Vanity Plates - Robert Alan Black-- Communication-- Do You Hear What I Play? - Suzanne E. Jonas-- Incredible Difficulty of Communicating Simple Ideas - Margaret J. King-- Influence - Not Authority - Marlene Caroselli-- It's Crystal Clear to Me - Leslie Berger and Nance Guilmartin-- Language Bias - Melinda M. Morris-- Creativity-- Belt It Out - Roger J. Syverson-- It Just Doesn't Add Up - Unknown-- More Ideas Than You! - Arthur VanGundy-- Promoting and Selling Ideas - Robert L. A. Trost-- That's the Worst Idea I've Ever Heard! - Arthur VanGundy-- Think About It - Rick Kirschner-- Tripping - Suzanne E. Jonas-- Diversity-- Divided or Diversified? - Penny Hampton-- I Believe - Merry C. Buchanan-- It's a Man's World After All - Merry C. Buchanan-- Mandalas - Doris J. Shallcross-- Music Machine - Janice Kilgore-- Under the Sea - Merry C. Buchanan-- Valuing Diversity - Richard G. Wong and Kristin A. Poppenheimer-- Energizers-- Box of Life - Arie Maat-- Go Team! RAH!Penny Hampton-- Hands-On Networking - Robert Alan Black-- Hugs and Kisses - Penny Hampton-- Meet and Greet - Janice Kilgore-- What's My Line?Richard Whelan and Robert Merritt-- Evaluation-- Benchmarking Team Feelings - Mary K. Wallgren-- Phrase Phases - Arthur VanGundy-- Pieces of the Puzzle - Penny Hampton-- Showing What We Have Learned - Robert Alan Black-- Stand By Me - Arthur VanGundy-- Getting to Know You-- Cartoon Time - Roger J. Syverson-- Comic Relief - Melinda M. Morris-- Let's Connect! - Leslie Berger-- Let's Get to Know One Another - Robert Alan Black-- Light, Medium, or Heavy - Sivasailam Thiagarajan and Raja Thiagarajan-- Picture That - Arthur VanGundy-- Puzzling - Arthur VanGundy-- Who Are These People? - Robert Alan Black-- Goal Setting-- Goal Pictures - Arthur VanGundy-- New Hires - Merry C. Buchanan-- Personal Mission Statement - Melinda M. Morris-- S.M.A.R.T. Basketball - Arthur VanGundy-- Icebreakers-- Boxes of Your Life - Robert Alan Black-- Corporate Jester - Dave Gunby-- Handshaking - Robert Alan Black-- KNOWU Cards - Mary K. Wallgren-- Implementation-- Five Double You's - Arthur VanGundy-- Mental Rehearsal - Suzanne E. Jonas-- Sandwich To Go - Arthur VanGundy-- Taking Ownership of New Ideas - Melinda M. Morris-- Interviewing-- Baptism by Fire - Janice Kilgore-- Empowered To Know - Janice Kilgore-- Group Interviewing Criteria - Janice Kilgore-- More Than One Way To Skin a Question - Richard Whelan and Robert Merritt-- Taking Charge - Janice Kilgore-- Tri-Counseling - Gary Wagenheim-- Leadership-- Follow the Word Leader - Arthur VanGundy-- It All DepAnds - Arthur VanGundy-- Leadership Inventory - Melinda M. Morris-- There Must Be a Leader in This Group - Robert Alan Black-- Listening-- Been There, Said That - Rick Kirschner-- Say What? - Arthur VanGundy-- Talking Stick - Maggie Dugan-- Will We or Won't We? - Peter R. Garber-- Negotiation-- How to Win Over the Boss - Merry C. Buchanan-- Lobbying - Kip L. Lilly-- More Similar Than Different - Melinda M. Morris-- Saucy Deal - Bill Lazarus and Arthur VanGundy-- Problem Solving-- I Never Thought of It That Way!Leslie Berger and Nance Guilmartin-- Pipe Cleaner Challenge - Don Crane-- Problem As Solution to Another Problem - Judith Morgan and Andre de Zanger-- Things That Rhyme - Peter R. Garber-- Whole-Brain Writing - Margaret J. King and Arthur VanGundy-- Team Building-- Composition - Janice Kilgore-- Excuuuse Me! - Rick Kirschner-- Get on the Soapbox - Arie Maat-- Relationship Map - Mary K. Wallgren-- Role Observation Illumination - Gary Wagenheim-- Secret Coaches - Sivasailam Thiagarajan and Raja Thiagarajan-- Six Pack - Doris J. Shallcross-- Values-- Identifying Cultural Assumptions - J. G. O'Boyle-- Values Roll Call - Melinda M. Morris-- Value Valuation - Janice Kilgore-- Why? Why? Why? - Arthur VanGundy-- About the Editor-- About the Authors.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- McCallum, George P.
- New York : Oxford University Press, 1980.
- Description
- Book — xiv, 162 p. ; 21 cm.
- Online
SAL1&2 (on-campus shelving)
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PE1128.A2 M253 | Unknown |
20. 108 jogos para jardim de infância [1960]
- Medeiros, Ethel Bauzer.
- Rio de Janeiro : Livraria AGIR Editôra, 1960.
- Description
- Book — 118 p.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
GV1204.33 .M43 1960 | Available |
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