Author: David Kesmodel
Publisher: Xlibris Corporation
ISBN: 1462801013
Category : Computers
Languages : en
Pages : 276
Book Description
Almost everyone has heard a tale of someone getting rich by selling an Internet domain name for a staggering price. But few understand the secretive world of domain investing, a game that a growing number of people are playing around the globe. The Domain Game chronicles the exploits of leading domain investors and explains how this mysterious market works. Learn how an Oklahoma watermelon farmer wound up owning some of the worlds most valuable Web addresses, from recipes.com to chairs.com, and how a college dropout became a multimillionaire by scooping up domains that others abandoned amid the dot-com bust. Find out how the rise of Google and Yahoo has helped boost the fortunes of domain investors. And explore the shenanigans of investors who snag names associated with corporate trademarks. Finally, read how you can jump into this exciting market with a relatively small initial investment. Its a market with high risk, but huge potential reward.
Domain
Author: James Herbert
Publisher: Pan Macmillan
ISBN: 1447203380
Category : Fiction
Languages : en
Pages : 444
Book Description
Apocalyptic survival at its most terrifying. The third in the Rats trilogy, international bestseller James Herbert's Domain pits man against mutant rats, who are back with a vengeance. The long-dreaded nuclear conflict. The city torn apart, shattered, its people destroyed or mutilated beyond hope. For just a few, survival is possible only beneath the wrecked streets – if there is time to avoid the slow-descending poisonous ashes. But below, the rats, demonic offspring of their irradiated forebears, are waiting. They know that Man is weakened, become frail. Has become their prey . . . Start the Master of Horror's chilling series from the beginning with The Rats and Lair.
Publisher: Pan Macmillan
ISBN: 1447203380
Category : Fiction
Languages : en
Pages : 444
Book Description
Apocalyptic survival at its most terrifying. The third in the Rats trilogy, international bestseller James Herbert's Domain pits man against mutant rats, who are back with a vengeance. The long-dreaded nuclear conflict. The city torn apart, shattered, its people destroyed or mutilated beyond hope. For just a few, survival is possible only beneath the wrecked streets – if there is time to avoid the slow-descending poisonous ashes. But below, the rats, demonic offspring of their irradiated forebears, are waiting. They know that Man is weakened, become frail. Has become their prey . . . Start the Master of Horror's chilling series from the beginning with The Rats and Lair.
Domain Names For Dummies?
Author: GreatDomains.com
Publisher: For Dummies
ISBN: 9780764553172
Category : Computers
Languages : en
Pages : 0
Book Description
These days, every business or organization needs a Web presence. But how to youfind and register a memorable Web address? In this easy-to-follow guide, apreeminent domain name services firm walks you through the ins and outs of thedomain name game, from registering and trademarking a new name to buying orselling an existing site.
Publisher: For Dummies
ISBN: 9780764553172
Category : Computers
Languages : en
Pages : 0
Book Description
These days, every business or organization needs a Web presence. But how to youfind and register a memorable Web address? In this easy-to-follow guide, apreeminent domain name services firm walks you through the ins and outs of thedomain name game, from registering and trademarking a new name to buying orselling an existing site.
The Domain Name Handbook
Author: Ellen Rony
Publisher: Cmp Books
ISBN: 9780879305154
Category : Computers
Languages : en
Pages : 645
Book Description
An administrator's guide to navigating the domain name game. This handbook for system administrators describes Internet domain policies and procedures; investigates the confusions and conflicts people often face when registering names for their Web sites; and details attempts to reconcile Internet name use for commerce with trademark laws of precedence.
Publisher: Cmp Books
ISBN: 9780879305154
Category : Computers
Languages : en
Pages : 645
Book Description
An administrator's guide to navigating the domain name game. This handbook for system administrators describes Internet domain policies and procedures; investigates the confusions and conflicts people often face when registering names for their Web sites; and details attempts to reconcile Internet name use for commerce with trademark laws of precedence.
Fundamentals of Game Development
Author: Heather Chandler
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Domain-driven Design
Author: Eric Evans
Publisher: Addison-Wesley Professional
ISBN: 0321125215
Category : Computers
Languages : en
Pages : 563
Book Description
"Domain-Driven Design" incorporates numerous examples in Java-case studies taken from actual projects that illustrate the application of domain-driven design to real-world software development.
Publisher: Addison-Wesley Professional
ISBN: 0321125215
Category : Computers
Languages : en
Pages : 563
Book Description
"Domain-Driven Design" incorporates numerous examples in Java-case studies taken from actual projects that illustrate the application of domain-driven design to real-world software development.
Games
Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253
Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253
Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Synthetic Worlds
Author: Edward Castronova
Publisher: University of Chicago Press
ISBN: 0226096319
Category : Computers
Languages : en
Pages : 346
Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Publisher: University of Chicago Press
ISBN: 0226096319
Category : Computers
Languages : en
Pages : 346
Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education