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compaq games: Games vs. Hardware. The History of PC video games Bogdan Ion Purcaru, 2014-03-13 My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games. |
compaq games: HWM , 2002-05 Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews. |
compaq games: HWM , 2005-03 Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews. |
compaq games: Compaq User's Handbook Louis E. Fregel, Jr., Louis E. Frenzel, 1984 |
compaq games: Pervasive Games Markus Montola, Jaakko Stenros, Annika Waern, 2009-06-12 Games are no longer confined to card tables and computer screens. Emmy award winning games like The Fallen Alternate Reality Game (based on the ABC show) or The Lost Experience (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games. |
compaq games: The Language of Sport Adrian Beard, 1998 Looks at sport in its wider social context. Examines the way sport sells itself as an agent of social cohesion and is used to sell products. Explores how sporting texts construct ideas about gender and national identity. Uses examples from events as diverse as Wimbledon tennis, Euro '96 and the World Athletics Championships. |
compaq games: HWM , 2004-09 Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews. |
compaq games: Game of X v.2 Rusel DeMaria, 2018-09-20 Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. |
compaq games: PC/Computing , 1997 |
compaq games: The Video Games Textbook Brian J. Wardyga, 2023-06-13 The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes |
compaq games: Negotiation & Economics Laura Concina, 2015-03-01 Since technological risk issues imply stakeholders with different preferences and objectives, they are largely submitted to negotiation. Bargaining is ubiquitous and this Regard aims to give an overview of the bargaining process from an economic point of view. In an extent, its scope is to focus on what we can grasp from theory in order to understand better how negotiation can evolve. |
compaq games: GameAxis Unwired , 2006-04 GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know. |
compaq games: Game Sound Karen Collins, 2008 A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. |
compaq games: Maximum PC , 2002-11 Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave. |
compaq games: Popular Mechanics , 1983-08 Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle. |
compaq games: PC Mag , 2003-12-30 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: PC Mag , 2004-08-03 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: Strategic Innovation Allan Afuah, 2009-04 Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book shows that innovation is not simply about developing new technologies into new products or services, but often, about finding new models for doing business in the face of change. |
compaq games: History of Digital Games Andrew Williams, 2017-03-16 The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only when, but how and why. Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included. |
compaq games: Computer Gaming World , 2002 |
compaq games: PC Mag , 2005-09-20 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: Maximum PC , 2002-09 Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave. |
compaq games: Maximum PC , 1999-04 Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave. |
compaq games: Boundaries, and Other Fictions R. Rawdon Wilson, 1999-10 Boundaries, and Other Fictions is a collection of smart, sophisticated stories that test the limits of genre and form. Wilson spans the fictional distance from the fantastic to the utterly personal, exploring the individuality of human response and the universality of feeling and need. |
compaq games: PC Mag , 2003-08-19 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: Human-Computer Interaction with Mobile Devices and Services Luca Chittaro, 2003-10-24 This book constitutes the refereed proceedings of the 5th International Symposium on Mobile Human-Computer Interaction, Mobile HCI 2003, held in Udine, Italy in September 2003. The 21 revised full papers and 29 revised short papers presented together with a keynote paper and an abstract of a keynote speech were carefully reviewed and selected from 122 submissions. The papers are organized in topical sections on mobile users in natural context, input techniques for mobile devices, location-aware guides and planners, bringing mobile services to groups in workplaces, mobile gambling, tools and frameworks for mobile interface design and generation, and usability and HCI research methods. |
compaq games: Masters of Doom David Kushner, 2004-05-11 Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams |
compaq games: Computerworld , 1996-05-20 For more than 40 years, Computerworld has been the leading source of technology news and information for IT influencers worldwide. Computerworld's award-winning Web site (Computerworld.com), twice-monthly publication, focused conference series and custom research form the hub of the world's largest global IT media network. |
compaq games: Homebrew Gaming and the Beginnings of Vernacular Digitality Melanie Swalwell, 2021-08-17 The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content. |
compaq games: Game Engine Gems, Volume One Eric Lengyel, 2010-03-05 Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book. |
compaq games: Game Changer Jean-Manuel Izaret, Arnab Sinha, 2023-10-12 The right pricing strategy can change the entire trajectory of a business, a market, and even society at large. To help you create your best pricing strategy efficiently and confidently, two leaders from BCG are introducing fresh perspectives on pricing that take you far beyond the realm of mind-numbing numbers. In their new book Game Changer: How Strategic Pricing Shapes Businesses, Markets, and Society, Jean-Manuel Izaret and Arnab Sinha simplify and clarify pricing strategy by integrating its many frameworks and concepts into seven distinct pricing games, each with its own proven tools, rules, forces, and structures. To help you pick the right game and play it well, Izaret and Sinha have developed the Strategic Pricing Hexagon, a tool refined through years of testing, iteration, and adaptation. The Hexagon is your portal to a business world where stronger growth and better financial performance come from a set of strategic pricing decisions, not endless myopic quests for optimal prices. But more than that, the Hexagon will change the way you think about and talk about pricing. The current conversation around pricing – as expressed through economics textbooks, Excel spreadsheets, political discourse, and educated guesswork – makes it easy to believe that pricing is nothing more than a technical, tactical and, for most people, boring game of numbers. Game Changer changes that conversation bysharing stories and research that bring the Hexagon and its seven pricing games to life. With research from BCG’s Bruce Henderson Institute and real-world examples from the world's most influential companies, the authors and their colleagues at BCG define pricing strategy as a business leader’s or business owner’s conscious decisions about how money flows in their market. They show how companies succeed in the long term when they focus on collaborative growth and value sharing with customers, not zero-sum value extraction from them. Discover how you can create and implement a winning pricing strategy that changes the trajectory of your business, your market, and even society. |
compaq games: PC Mag , 1987-10-13 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: Portable Computer , 1983 |
compaq games: Game User Experience Evaluation Regina Bernhaupt, 2015-06-04 Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle. |
compaq games: Computerworld , 1986-05-05 For more than 40 years, Computerworld has been the leading source of technology news and information for IT influencers worldwide. Computerworld's award-winning Web site (Computerworld.com), twice-monthly publication, focused conference series and custom research form the hub of the world's largest global IT media network. |
compaq games: Micro Java Game Development David Fox, Roman Verhovsek, 2002 -- Provides exhaustive coverage of J2ME games, extensions, portable devices and competitive environments. |
compaq games: PC Mag , 1993-09-14 PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology. |
compaq games: God Game Andrew M. Greeley, 2018-12-11 Andrew M. Greeley, the phenomenally popular novelist and priest, is best known--and loved--for his understated Catholic morality and compassionate understanding of human foibles. In The God Game, now available in a brand-new trade paperback edition, Father Greeley takes a new and fascinating twist on an old cliche: What if -- by using a sophisticated computer game with a healthy dose of heavenly intervention -- you really could play God? What if you actually had the power to control other people's lives? This is the dilemma that faces our hero, who quickly finds that being given the kingdom, the power, and the glory is dangerous -- but addictive. The troubles of the people he sees flashing on his computer screen are all too real -- and his troubles are just beginning. . . At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. |
compaq games: Intellectual Property and Open Source Van Lindberg, 2008-07-15 Clear, correct, and deep, this is a welcome addition to discussions of law and computing for anyone -- even lawyers!-- Lawrence Lessig, Professor of Law at Stanford Law School and founder of the Stanford Center for Internet and Society If you work in information technology, intellectual property is central to your job -- but dealing with the complexities of the legal system can be mind-boggling. This book is for anyone who wants to understand how the legal system deals with intellectual property rights for code and other content. You'll get a clear look at intellectual property issues from a developer's point of view, including practical advice about situations you're likely to encounter. Written by an intellectual property attorney who is also a programmer, Intellectual Property and Open Source helps you understand patents, copyrights, trademarks, trade secrets, and licenses, with special focus on the issues surrounding open source development and the GPL. This book answers questions such as: How do open source and intellectual property work together? What are the most important intellectual property-related issues when starting a business or open source project? How should you handle copyright, licensing and other issues when accepting a patch from another developer? How can you pursue your own ideas while working for someone else? What parts of a patent should be reviewed to see if it applies to your work? When is your idea a trade secret? How can you reverse engineer a product without getting into trouble? What should you think about when choosing an open source license for your project? Most legal sources are too scattered, too arcane, and too hard to read. Intellectual Property and Open Source is a friendly, easy-to-follow overview of the law that programmers, system administrators, graphic designers, and many others will find essential. |
compaq games: InfoWorld , 1996-10-21 InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects. |
Compaq - JLA FORUMS
Aug 24, 2018 · Compaq LTE 4/25E power supply Posted By: Sektorrules@yahoo.com Wed Oct 16 2024 6:36 pm Replies: 1 ...
Windows 98 - JLA FORUMS
Apr 5, 2023 · Support and General Discussion about the Microsoft Windows 98 and Windows 98 Second Edition Operating System
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Discussion on a variety of topics such as Cars and Trucks, Celebrities, Classifieds, eBay, Gossip, News, Politics, Product and Seller Reviews, Religion, Sports and much more.
Windows Vista - JLA FORUMS
Jul 13, 2024 · Thank You for 20 years! We want to thank everyone for their support over the past 20 years! JLA FORUMS went online Wednesday - November 17th, 2004 at 12:31p
Compaq - JLA FORUMS
Aug 24, 2018 · Compaq LTE 4/25E power supply Posted By: Sektorrules@yahoo.com Wed Oct 16 2024 6:36 pm Replies: 1 ...
Windows 98 - JLA FORUMS
Apr 5, 2023 · Support and General Discussion about the Microsoft Windows 98 and Windows 98 Second Edition Operating System
JLA FORUMS - Your Source for the Information You Want
Discussion on a variety of topics such as Cars and Trucks, Celebrities, Classifieds, eBay, Gossip, News, Politics, Product and Seller Reviews, Religion, Sports and much more.
Windows Vista - JLA FORUMS
Jul 13, 2024 · Thank You for 20 years! We want to thank everyone for their support over the past 20 years! JLA FORUMS went online Wednesday - November 17th, 2004 at 12:31p