Games development and programming Books
CRC Press Generative Adversarial Networks in Practice
a huge range and FREE tracked UK delivery on ALL orders.
£50.34
CRC Press Michel Ocelot
a huge range and FREE tracked UK delivery on ALL orders.
£23.99
Taylor & Francis The Science of Esports
Book SynopsisThe Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support.The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling<Table of Contents1. What is Esports? 2. Aspects of Game-Specific Training 3. Physiological Considerations for E-athletes 4. Psychological Considerations for Esports Athletes 5. Nutrition, Supplementation, and Regulation 6. Social Aspects of E-Athletes Performance 7. Structure of Esports Performance Environments 8. Esports Coaching and Support 9. Talent Identification and Development 10. Technology in Esports 11. Social Environment and Health in Esports 12. Safeguarding, Cheating, and Gambling 13. Key Considerations for the Future
£35.99
Taylor & Francis Ltd The Complete Guide to Blender Graphics
Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blenderis FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows how toTable of ContentsIntroduction. The Author. Preamble. CH01 Objects in the 3D View Editor. CH02 Editing & Add-Ons. CH03 Editing with Generate Modifiers. CH04 Editing with Deform Modifiers. CH05 Editing Using Curves. CH06 Material Assignment. CH07 Rendering. CH08 Animation. CH09 Constraints. CH10 Armatures & Character Rigging. CH11 Shape Keys & Action Editors. CH12 Particle Systems. CH13 Physics and Simulation. CH14 Dynamic Paint. CH15 Geometry Nodes. CH16 Drivers. Ch17 Non Linear Animation. CH18 Rigging – Rigify – Animbox. CH19 Blender Render Engines. Index.
£52.99
Taylor & Francis Ltd Representation of Disability in Childrens Video
Book SynopsisRepresentation of Disability in Children's Video Games looks at how children's engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through play with characters with disabilities in narrative video games.Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children's video games maps against cognitive development and the psychomotor and cognitive needs and abilities of children 312. Through close readings of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly CooperTable of ContentsChapter 1. Introduction Chapter 2 Child Development 1: Schema, Play, the Dreamworld, and Societal Norms Chapter 3: Child Development 2: Children’s Cognitive Development Chapter 4: The Games I, Representation of Physical DisabilityChapter 5. The Games II, Neurodevelopmental Disability Chapter 6. Content Rating Systems Chapter 7: Final Words
£47.49
CRC Press The Complete Guide to Videogame Performance
Book Synopsis
£49.99
Taylor & Francis The Advanced Game Narrative Toolbox
£50.34
Taylor & Francis Ltd The Indie Game Developer Handbook
Book SynopsisThe indie game developer's complete guide to running a studio.The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studiofrom the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand wTable of ContentsIndie Game Development: The Best Job in the World! Chapter 1: Development Tools and Resources Chapter 2: Self-Publishing Chapter 3: QA, Localizations & Age Ratings Chapter 4: PR & Reaching Out to the Press Chapter 5: Marketing Chapter 6: Advertising Chapter 7: Websites, Forums & Source Control Chapter 8: Funding Chapter 9: Tax, Legal & Other Odds and Ends
£44.64
APress Game Development with Unreal Engine 5 Volume 1
Book SynopsisDive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds.Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you'll journey from the basics of UE5's environment to creating expansive landscapes with procedural content generationand combining materials for lifelike terrains.Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You'll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game's atmosphere with sophisticated particle systems using Niagara. Then i
£46.74
Taylor & Francis Inc Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio
Book SynopsisThis collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and othersTrade Review" "A superb reference, resource and research tool highly recommended for anyone applying digital sound to computer-created projects, including musicians, game developers, and software producers..." -Midwest Book Review, January 2005 "The wonderful thing about this book is that it contains well-written introductions to many subjects, including sound propagation, auditory scene analysis, audio file formats, and rate conversion, that otherwise might be found in magazines, on the Internet, or not at all." -Vladimir Botchev, Computing Reviews , December 2004 This book discusses creating, recording, processing, and analyzing many forms of sound and music... -E-Streams, September 2005"Table of Contents1. Field Recording 2. Synthesis 3. Signal Processing 4. Spatialization 5. Computer Techniques 6. Computer Tools 7. Music Theory 8. Sound Design 9. Nature
£105.00
Taylor & Francis Inc COLLADA: Sailing the Gulf of 3D Digital Content
Book SynopsisCOLLADA is a COLLAborative Design Activity for establishing an open standard Digital Asset schema for interactive 3D applications. This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. Errata are posted at http://collada.org/mediawiki/index.php/COLLADA_book.Trade Review" book presents comprehensive and enlightening coverage of COLLADA from a practical perspective. NVIDIA is proud of the continuing collaboration on this project, and we look forward to seeing users fully utilize COLLADA to deploy next-generation 3D rendering content in future graphics applications."--Sebastien Domine, Director of Developer Technology Tools, NVIDIA Corporation, August 2006 compatible, reliable, and predictable communications between content creation applications in a tool chain has long been the dream of developers. At last there is a solution. The creators of COLLADA have come up with a schema, which is supported by Khronos, an independent standards body, that allows the applications to communicate in an open and efficient manner-an industry standard for 3D interchange is finally here." --Dr. Jon Peddie, President, Jon Peddie Research, August 2006 is redefining game development and promises, for once, to make it simpler and more fun to create 3D content. This authoritative book-detailed, engaging and written by the fathers of COLLADA-will enable game developers to better understand and benefit from this popular technology, so they can focus on creating bold new games instead of maintaining yet another proprietary file format." --Christian Laforte, President, Feeling Software, Inc., August 2006 book provides a first and comprehensive introduction to COLLADA, the digital asset exchange schema, which enables a standardized way for physics to be implemented into a variety of game development environments using a variety of creative tools. It will help the AGEIA mission of expanding the role of artists in the game development process through open physics standards." --Emmanuel Marquez Ageia, Worldwide Senior Producer, AGEIA Technologies, Inc., August 2006 "I highly recommend this book. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of Collada. If you are an experienced 3D toolmaker, Collada contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that - finally - you just might be able to write that tool once and not over and over again." -Tony Parisi, Slashdot.org, December 2006 [The Authors] provide insight into the design of COLLADA so that readers can understand how design decisions were made and how this standard may evolve. The book will be useful to content developers interested in exchanging data between several tools, to application developers planning to use COLLADA, and to tool providers who want to add COLLADA compatibility. -Book News, December 2006 Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible. --Jon Peddie, Hexus, September 2006 "COLLADA: SAILING THE GULF OF 3D DIGITAL CONTENT CREATION is for any game developer beyond the novice stage: it discusses the pros, cons, applications and future of a bold new technology for creating games, and comes from a joint industry effort focusing on effective 3D interaction in game developments. The Collada initiative surveys the history and especially the applications of the 3D industry tool, offering up a basic guide to the Collada 1.4 specifications and reviewing foundation concepts, tools, and applications and design. It's simply a must for any serious game developer." -California Bookwatch: The Computer Shelf, California Bookwatch, November 2006 book makes available the results of a joint industry effort, spearheaded by Sony Computer Entertainment, Inc., to create a standard for digital asset exchange that enables Playstation(R) 3 to bring more realistic content to life and into the home like never before." -Ken Kutaragi, President and CEO Sony Computer Entertainment -President and CEO Sony Computer Entertainment, August 2006 welcomes the publication of COLLADA: Sailing the Gulf of 3D Digital Content Creation, where the centerpiece of the digital asset tool chain for the 3D interactive industry is clearly explained and presented for the first time. Softimage is proud to have contributed to COLLADA since the beginning of its development, and to watch it grow into a powerful resource supported by the industry as a whole." --Gareth Morgan, Senior product manager for Softimage Co.,a subsidiary of Avid Technology, Inc., August 2006 COLLADA initiative is a demonstration of Sony's leadership and commitment to the games development industry. Autodesk is very supportive of this effort; it helps the games community become more productive as it tackles the requirements and opportunities of new generation consoles." --Marc Petit, VP Media & Entertainment, Autodesk, August 2006 book is an excellent first-hand account of the origins of COLLADA straight from the people that made it happen. These pages are much more then just an authoritative technical primer on enabling great content-they are also a glimpse into the passion and vision that bought COLLADA to life. The Khronos Group is honored to provide a good home to COLLADA-an open standard that is truly changing the 3D industry." -Neil Trevett, President, Khronos Group -President, Khronos Group, August 2006"Table of Contents1. Introduction to COLLADA 2. COLLADA Document 3. COLLADA Geometry 4. COLLADA Scenes 5. COLLADA Effects 6. COLLADA Animations 7. COLLADA Physics 8. COLLADA Content Pipeline
£66.99
Taylor & Francis Inc GPU Pro 2
Book SynopsisThis book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.Source code and other materials are available for download on the book's CRC Press web page.Trade ReviewPraise for GPU Pro:Any professional programmer in the field will find something of interest in this volume. I’m thrilled to see that this collection is in color—it’s about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn’t go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.—Eric Haines, co-author of Real-Time Rendering, February 2010I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!—Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010Praise for GPU PRO:Any professional programmer in the field will find something of interest in this volume. I’m thrilled to see that this collection is in color—it’s about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn’t go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.—Eric Haines, co-author of Real-Time Rendering, February 2010I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!—Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010Table of ContentsGeometry Manipulation. Rendering Techniques. Global Illumination. Shadows. Handheld Devices. 3D Engine Design. GPGPU. Index.
£154.56
The Pragmatic Programmers Apple Game Frameworks and Technologies: Build 2D
Book SynopsisDesign and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (TM). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
£39.42
Andrews UK Limited ORIC-1 Basic Programming Manual
Book Synopsis
£9.49
Packt Publishing Limited Unity 3.x Game Development by Example Beginners
Book SynopsisThe book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity game engine. If you've ever wanted to develop games, but have never felt smart enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.
£34.19
Evermore Press, LLC Cultures and Beyond: The Podcast Transcripts
Book Synopsis
£18.74
VDM Verlag Dr. Mueller E.K. 3D Facial Animation- Recreating human heads with
Book Synopsis
£38.64
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Game Development with GameMaker
Book SynopsisCreate games from start to finish while learning game design and programming principles using the GameMaker. Game Development with GameMaker covers all aspects of game design and development from the initial idea to the final release. You will learn how to make a 2D game from start to finish using GameMaker covering important features and topics related to game development.The book will cover design and development of a top-down action game from start to finish leveraging on best practices according to the current state of the industry's standards. It will cover all the building blocks of 2D game development: movements, combat, AI, UI, level design, inventory, power ups, etc. This edition also aims to implement the many changes that has come to GameMaker: new features as well as best practices. You WillMaster GameMaker Language (GML) programmingApply game design principles and programming patternsLearn about 2D game development techniques and best practicesReview the visual programming tool of GameMakerWho This Book is ForGame enthusiasts interested in game development and design with GameMaker would benefit from the book. No prior programming experience is required.
£53.99
Running Press,U.S. Fight Magic Items
Book SynopsisTake a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day.The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to bec
£13.49
Morgan & Claypool Publishers A Framework for Scientific Discovery through
Book SynopsisAs science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale---beyond the relatively few individuals currently engaged in scientific inquiry-there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long-term engagement with a myriad of collaborative or competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.
£42.46
Plunkett Research, Ltd Plunkett's Games, Apps & Social Media Industry
Book SynopsisThree of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.Table of Contents How To Use This Book Chapter 1: Major Trends Affecting the Games, Apps & Social Media Industry 1) Introduction to the Games, Apps and Social Media Industry 2) Overview of the Electronic Games Industry 3) Overview of the Mobile Apps Industry 4) Overview of the Social Media Industry 5) Social Media Rakes in Global Online and Mobile Ad Revenues 6) Streaming Apps Take Over TVs 7) New Video Game Console Technologies and Features Boost Sales 8) Online (Cloud Gaming) & Mobile Games Compete with Consoles 9) Virtual Reality/Augmented Reality and 3-D Technologies Create Opportunities for the Tech Industry/Immersion Games to Grow 10) The Metaverse Attracts Investment 11) Fantasy Sports Post Growth, with 60 Million Players 12) eSports: Electronic Games Become Spectator Sports 13) Virtual Worlds Provide Revenue for Games Publishers 14) Global Mobile Apps Revenues Hit $167 Billion Yearly 15) Embedded LTE Wi-Fi and Onboard Apps Incorporated by Auto Makers in New Car Infotainment Systems 16) Gamification: Games Technology Boosts Education and Training 17) Sports Equipment and Social Media Converge 18) Digital Assistants Include Amazon's Echo and Google's Home/Alexa and Similar Software Power Third-Party Developers 19) The Future of Games, Apps & Social Media Chapter 2: Games, Apps & Social Media Industry Statistics Games, Apps & Social Media Industry Statistics and Market Size Overview Internet Usage Demographics, U.S.: 2021 Use of Different Online Platforms: 2022 Social Media Usage Demographics, U.S.: 2021 Home Broadband Adoption Demographics, U.S.: 2021 Smartphone Adoption Demographics, U.S.: 2021 Number of Business & Residential High Speed Internet Lines, U.S.: 2018-2023 Software Publishing Industry, U.S.: Estimated Revenue, Inventories & Expenses: 2017-2022 Software Publishing Industry, U.S.: Estimated Selected Expenses: 2017-2022 Wireless Telecommunications Carriers (except Satellite): Estimated Sources of Revenue & Expenses, U.S.: 2018-2021 Internet Publishing & Broadcasting & Web Search Portals: Estimated Revenue & Expenses, U.S.: 2017-2022 Estimated U.S. Information & Entertainment Sector Revenues by NAICS Code: 2017-2022 Internet Access Technologies Compared Chapter 3: Games, Apps & Social Media Industry Contacts Addresses, Telephone Numbers and Internet Sites Chapter 4: THE GAMES, APPS & SOCIAL MEDIA 200: Who They Are and How They Were Chosen Index of Companies Within Industry Groups Alphabetical Index Index of U.S. Headquarters Location by State Index of Non-U.S. Headquarters Location by Country Individual Profiles on each of THE GAMES, APPS & SOCIAL MEDIA 200 Additional Indexes Index of Hot Spots for Advancement for Women/Minorities Index by Subsidiaries, Brand Names and Affiliations A Short Games, Apps & Social Media Industry Glossary
£297.00
ISTE Ltd and John Wiley & Sons Inc Decision-Making in Crisis Situations: Research
Book SynopsisThis book presents concepts and methods for optimal training for decision making in crisis situations. After presenting some general concepts of decision-making during crisis situations, it presents various innovations for optimal training, such as serious games, scenario design, adapted animation of crisis exercises, observation and debriefing of exercises related to pedagogical objectives.Table of ContentsIntroduction xiSophie SAUVAGNARGUES Chapter 1. Concepts, Tools and Methods for Crisis Management Training 1Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 1.1. The crisis unit at the heart of the process 1 1.2. Training for crisis units 6 1.3. Simulation of critical situations 10 1.4. The construction of crisis simulation exercises 14 1.5. The simulation and research platform of the Institute of Risk Sciences (IMT Mines Alès) 19 1.6. Conclusion 22 1.7. References 23 Chapter 2. Towards A Serious Game Within the Frame of Major Crisis Simulations for Decision-makers: How Do We Connect the DOTs? 35Florian TENA-CHOLLET, Aurélia BONY-DANDRIEUX, and Jérôme TIXIER 2.1. Introduction 35 2.2. State of the art 38 2.2.1. Teaching strategy 38 2.2.2. Simulation strategy 39 2.2.3. Training environment 40 2.3. Methodology 41 2.3.1. Definition of “Degrees of Training” 41 2.3.2. Connecting the DOTs with a definition of the skills required 42 2.3.3. Skills activation by a crisis scenario 44 2.3.4. Scenario execution through a simulation 45 2.3.5. Simulation execution through a semi-virtual training environment (SVTE) 46 2.3.6. Towards serious gaming in a real infrastructure for crisis management training 49 2.4. Discussion 51 2.5. Conclusion 54 2.6. References 55 Chapter 3. Improving Crisis Exercises and Managers’ Skills through the Development of Scenario Design 59Philippe LIMOUSIN, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Sophie SAUVAGNARGUES 3.1. What is a pedagogical scenario for a crisis exercise? 59 3.2. Why and for whom the script is crucial? 60 3.2.1. Stakes of scriptwriting for participants 61 3.2.2. Stakes of scriptwriting for animators 61 3.2.3. Stakes of scriptwriting for observers 62 3.3. How can we improve the pedagogical scripting of crisis exercises? 62 3.4. Methodology to develop a crisis exercise scenario 64 3.4.1. Prepare the scriptwriting 65 3.4.2. Better define the objectives to achieve 65 3.4.3. Develop the crisis scene and construct the initial spatio-temporal structure of the scenario 67 3.4.4. Insert learning levers to solicit training objectives: the obstacles 68 3.4.5. Insert stimuli to not solicit unselected objectives: support stimuli 69 3.4.6. Adjust the number of stimuli to the level and objectives of the participants 70 3.4.7. Recreate a crisis universe: crisis stimuli 70 3.4.8. Verify and validate the pedagogical scriptwriting 72 3.4.9. Prepare the scenario for animators and observers 72 3.5. Conclusion 73 3.6. References 74 Chapter 4. Elaboration of Tools to Facilitate the Scenario Development of Crisis Management Training 79Noémie FRÉALLE, Florian TENA-CHOLLET and Sophie SAUVAGNARGUES 4.1. Introduction 79 4.2. State of the art 80 4.2.1. The limitations encountered 80 4.2.2. Analogy with interactive narratives 84 4.3. Method 87 4.3.1. Facilitation form 87 4.3.2. Management of facilitation data 90 4.4. Results 93 4.4.1. Facilitation form for the technical field team leader 93 4.4.2. The “lockdown” mission’s information flow diagram used in a simulation exercise at the communal level 96 4.5. Conclusion and perspectives 97 4.6. References 98 Chapter 5. How Can We Evaluate the Participants of a Crisis Management Training Exercise? 103Dimitri LAPIERRE, Florian TENA-CHOLLET, Jérôme TIXIER, Aurélia BONY-DANDRIEUX and Karine WEISS 5.1. Introduction 103 5.2. Review 105 5.3. Methodology 108 5.4. Results 116 5.5. Conclusion 120 5.6. References 121 Chapter 6. Managing the Game Within Crisis Exercises 125David GOUTX, Sophie SAUVAGNARGUES and Laurent MERMET 6.1. Introduction 125 6.1.1. The concept of Ludicity: a definition 126 6.2. Key components of Ludicity 128 6.2.1. The span of the game space 128 6.2.2. Magic circle and rabbit hole 130 6.2.3. Characters and persona 132 6.2.4. Game master 134 6.3. Manifestations of Ludicity 135 6.3.1. Engagement and pedagogy 135 6.3.2. Style of play 137 6.4. Managing Ludicity 139 6.4.1. Observing and detecting Ludicity 139 6.4.2. Using Ludicity to augment the simulation 141 6.5. Conclusions 143 6.5.1. Using Ludicity to mend the simulation 143 6.5.2. Crisis exercise or crisis simulacrum: does the exercise imitate life or does life imitate the exercise? 144 6.6. References 145 Chapter 7. Digital Training for Authorities: What is the Best Way to Communicate During a Crisis? 149Clément LAVERDET, Karine WEISS, Aurélia BONY-DANDRIEUX, Jérôme TIXIER and Serge CAPAROS 7.1. What is a good crisis communication? 150 7.2. Information dissemination 153 7.3. Behavioral communication 154 7.4. Method 155 7.5. Results 156 7.5.1. Situation report 156 7.5.2. Editorial line: normal and crisis times 157 7.5.3. Quality of communication 160 7.5.4. Defining a crisis editorial line 163 7.5.5. Behavior, dissemination orders and crisis storytelling 164 7.6. Summary 167 7.7. Limits 167 7.8. Conclusion 168 7.9. References 169 Chapter 8. Some Perspectives Moving Forward 175Sophie SAUVAGNARGUES, Dimitri LAPIERRE, Philippe LIMOUSIN, Noémie FRÉALLE, Florian TENA-CHOLLET, David GOUTX, Pierre-Alain AYRAL, Aurélia BONY-DANDRIEUX and Jérôme TIXIER 8.1. Introduction 175 8.2. Understanding what is played out in a crisis unit 177 8.2.1. From the observation and debriefing point of view 177 8.2.2. From the physiological and behavioral point of view 179 8.3. Developing new methods to improve learner immersion 180 8.3.1. Getting closer to reality, or modifying it 180 8.3.2. Encouraging learner engagement 181 8.3.3. Developing credible, pedagogical and interactive exercise scenarios 183 8.4. Implementing innovative complementary tools 183 8.5. Conclusion 185 8.6. References 186 List of Authors 189 Index 191
£125.06
In Easy Steps Limited Coding with Scratch - Create Awesome Platform
Book SynopsisCoding with Scratch Create Awesome Platform Games shows kids how to create amazing platform games with Scratch. They will learn how to: Use code to make a series of games where sprites leap from platform to platform.Design different levels, draw graphics, and make simple animations. Use variables to keep the score and to simulate gravity in games. Make code blocks and functions. Add sound to bring games to life. Starting with an introduction about how Scratch works, this book is suitable for beginners but with lots of tips, challenges, and extensions for experienced Scratch coders. To create the games in this book, children will need a desktop computer or a laptop. The games require a proper keyboard so will not work well on a tablet or iPad. It is recommended that children should be supervised when using the internet, especially when using a new website. This is the UK English edition.
£9.49
Boss Fight LLC World Of Warcraft: Boss Fight Books #12
Book Synopsis
£13.49
Oxford University Press Unlimited Replays Video Games and Classical Music Oxford MusicMedia Series
Book SynopsisClassical music is everywhere in video games. But what does it reveal about the cultural value we place on entertainment? Replay Value offers a new perspective on the possibilities and challenges of trying to distinguish between art and pop culture in contemporary society.Trade ReviewUnlimited Replays occupies a significant place in game music scholarship. It is the first book devoted to ever-intriguing instances of classical music in video games, and through addressing that topic, it seeks to build a bridge from ludomusicology toward more longstanding fields of enquiry ... an accessible, thoughtful, and thought-provoking work on a topic of interest across academic disciplines, and beyond -- classical-music concert programmers and critics might find much to consider here in regard to the music's future, for instance. Indeed, the book could be recommended to almost anybody with an interest in its topic. * Jonathan Godsall, Journal of Sound and Music in Games *Table of ContentsIntroduction: Press Start to Replay Chapter 1: Terms and Conditions Chapter 2: Playing with Music History Chapter 3: A Requiem for Schrödinger's Cat Chapter 4: Allusions of Grandeur Chapter 5: A Clockwork Homage Chapter 6: Remixed Metaphors Chapter 7: Love in Many Monstrous Forms Chapter 8: Violent Offenders and Violin Defenders Chapter 9: Playing Chopin Chapter 10: Gamifying Classical Music Chapter 11: Classifying Game Music Conclusion
£33.99
MIT Press Critical Play Radical Game Design The MIT Press
Book SynopsisAn examination of subversive games like The Sims—games designed for political, aesthetic, and social critique.For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture.Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-bas
£27.00
Home Applications and Games for the Commodore 64
a huge range and FREE tracked UK delivery on ALL orders.
£11.92
Extremis Publishing Limited The Spectrum of Adventure A Brief History of Interactive Fiction on the Sinclair ZX Spectrum
£16.99
Cambridge University Press OnScreen Language in Video Games
a huge range and FREE tracked UK delivery on ALL orders.
£21.54
Taylor & Francis Ltd The Routledge Companion to Video Game Studies
Book SynopsisA definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay providesTable of ContentsTECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O’Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)
£215.00
CRC Press Level Design
Book SynopsisIn this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels â experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing Table of ContentsChapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene Chapter 2. Cracking the Resident Evil Puzzle Box Daniel Johnson Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang Chapter 4. Everything I Learned About Level Design at an Orlesian Ball Heidi McDonald Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level Design Scott Rogers Chapter 6. Level Design Practices for Independent Games Fares Kayali and Josef Ortner Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level Design Chanel Summers Chapter 8. Procedural Content Generation: An Overview Gillian Smith Chapter 9. P.T. and the Play of Stillness Brian Upton Chapter 10. The Illusion of Choice – How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson Chapter 12. Level Design Planning for Open World Games Joel Burgess PART 4: TESTING LEVELS Chapter 13. Play-Personas: Mental Tools for Player-Centered Level Design Alessandro Canossa Chapter 14. Evaluating Level Design Using Public Events Jonathan Moriarty Chapter 15. The Rule of 27’s: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten
£48.99
Taylor & Francis Ltd Traveling through Video Games
Book SynopsisThis book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptiveâbut through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it.This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.
£19.99
Taylor & Francis Ltd Game Design Workshop
Book SynopsisCreate the digital games you love to play.Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.Game Design Workshop puts you to work prototyping, playtesting, and revis
£140.00
Taylor & Francis Moral Conversion and Video Games
a huge range and FREE tracked UK delivery on ALL orders.
£62.58
Independently Published Unity from Zero to Proficiency Beginner
£21.61
Lulu.com Well Played Retrospective
£17.98
Lulu Press What Happens When We Play
£42.75
Apress Beginning Lua with World of Warcraft Addons
Book SynopsisGetting Started.- Lua Basics.- Using the WoW API to Create a Hello, World Mod.- Working with Game Events.- Using XML and Frames.- Advanced Lua.- Using Advanced Lua to Extend the Texas Hold'em Poker Addon.- Building a Poker Game Client with Addon Communication.- Using the Combat Log to Build a Cooldown Monitor.- Using Libraries.- Working with Secure Templates.- Macros.- Tips, Tricks, and Optimization.- Other Uses for Lua.Table of Contents Getting Started Lua Basics Using the WoW API to Create a "Hello, World" Mod Working with Game Events Using XML and Frames Advanced Lua Using Advanced Lua to Extend the Texas Hold'em Poker Add-on Building a Poker Game Client with Add-on Communication Using the Combat Log to Build a Cooldown Monitor Using Libraries Working with Secure Templates Macros Tips, Tricks, and Optimization Other Uses for Lua
£59.99
Apress Advanced Game Design with HTML5 and JavaScript
Table of Contents1. Level-up: New JavaScript Tricks2. The Canvas Drawing API3. Working with Game Assets4. Making Sprites and a Scene Graph5. Making Things Move6. Interactivity7. Collision Detection8. Juice It Up: Keyframe Animation and Particles Effects9. Sound with the WebAudio API10. Tweening11. Make Your Own Game EngineAppendix A: Vectors for Movement and Collision Detection
£67.99
Apress Physics for JavaScript Games Animation and Simulations
Book SynopsisIt doesn’t matter if you’re modeling the Lorentz force in an electromagnetic field or you’re modeling the lift force in a flight simulator, Physics for JavaScript Games, Animation, and Simulations enables you to fill your games and applications with accurate and realistic effects.Table of Contents Introduction to Physics Programming JavaScript and HTML5 Canvas Some Math Background Basic Physics Concepts The Laws Governing Motion Gravity, Orbits, and Rockets Contact and Fluid Forces Restoring Forces: Springs and Oscillations Centripetal Forces: Rotational Motion Long-Range Forces Collisions Particle Systems Extended Objects Numerical Integration Schemes, Accuracy, and Scaling Doing Physics in 3D Simulation Projects
£61.74
Apple Academic Press Inc. Essential Mathematics for Games and Interactive
Book SynopsisExpert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all thTrade ReviewPraise for Previous Editions:"It’s the book with all the math you need for games."—Neil Kirby, Researcher, Alcatel-Lucent"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."—Peter Lipson, Toys for Bob, Inc.Table of ContentsRepresenting Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.
£105.00
APress Beginning Game Development with Godot
Book SynopsisLearn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript.Author Maithili Dhule begins by explaining some basic tools and techniques used to make games, the factors that need to be considered while choosing a game engine, and pointing out the benefits of using Godot. She then walks you through downloading the engine and guides you as you explore key features of its interface. Next, you''ll receive a concise introduction to the basics of GDScript, the main scripting language used in Godot, before moving on to essential topics such as Godot''s node-scene architecture, the interaction of various physics bodies, the creation of game scenes, and writing scripts. As the book progresses, you''ll learn how to create and animate your game character, design the game world, add enemies, and implement a coin-collection syTable of ContentsChapter 1: Introduction to Game Development Sub –Topics:• Brief history of game development• Fundamentals of making games• What is a game engine? • How do we choose a game engine?• Why choose Godot? Chapter 2: Getting Started with GodotSub – Topics:• Downloading the Godot engine• Starting a new project • Exploring the Godot interface• Icons and shortcutsChapter 3: GDScript in a NutshellSub - Topics:• Keywords, operators, and identifiers• Commenting code• Variables and data types• Functions and method calls• Example code Chapter 4: Exploring Game PhysicsSub - Topics:• Node-scene architecture• Physics bodies – what are they? • RigidBody2D • StaticBody2D• Collision shapes • Introducing gravity• Try it yourself – Your first game scene Chapter 5: Adding Game GraphicsSub - Topics: • Creating game objects • Instances of scenes• Importing game assets• Writing a game script• Adding and detecting key presses• Try it yourself – Creating your player Chapter 6: Game Animations Sub - Topics: • Giving life to the player • Player animation • Detecting the floor and ceiling • Adjusting gravity• Try it yourself – Making your player run, jump, and climbChapter 7: Building the World Sub –Topics:• Parallax background • Try it yourself – Creating a parallax background• Tilemaps, Tilesets, and the Tile Palette• Painting the game level• Implementing camera-follow• Try it yourself – Designing the game worldChapter 8: Counting Wins and Losses Sub – Topics: • Coin-collection • Deleting in-game objects • Using signals • Creating enemies• Try it yourself – Adding rewards and enemies• Game scene change• Try it yourself – Creating the game over sceneChapter 9: Game GUISub - Topics:• The title screen • Buttons• Adding music and sound effects Chapter 10: Publishing your GameSub - Topics: • Exporting the game to various platforms• Monetization • Introducing game updates• What next?
£46.74
Xlibris Corporation Programming Concepts In Java
£16.56
APress Beginning Game Development with Python and Pygame: From Novice to Professional
Book SynopsisThis book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular technologies. They can also capitalize upon numerous tips and tricks the author has accumulated over his career creating games for some of the world's largest gaming developers.Table of ContentsA table of contents is not available for this title.
£49.49
Independently Published Unity from Zero to Proficiency (Intermediate): A step-by-step guide to coding your first FPS in C# with Unity. [Third Edition]
£22.42
Packt Publishing Limited Learning Game AI Programming with Lua
£41.70
Packt Publishing Limited Unity 2D Game Development Cookbook
£27.99
Packt Publishing Limited Learning Unity 2D Game Development by Example
£27.99