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By Joel Johnson

As a Chess grasp who has spent decades enjoying competitive and attacking chess, i used to be rather dismayed in the course of a up to date stopover at to my neighborhood bookstall. i used to be looking for a ebook that coated an array of assaults opposed to many Pawn formations in an geared up style. keep in mind that, my seek got here up empty. The books on attacking fell brief in lots of methods. the various books have been easily a small number of assault video games with out guide concerning the paintings of attacking or concerning the talents required to develop into a good attacker. None of them supplied the reader with any reference information regarding attacking or the weaknesses of varied Pawn formations. None of them contained video games with attacking topics just like the Traxler edition of the 2 Knight's safety, and the Jack younger Fishing Pole. None of them contained any wild attacking principles which could move from starting gambits comparable to the Blackmar-Diemer Gambit, King's Gambit, Scotch Gambit, Nakhmanson Gambit, and so on. 500 pages, 435 video games, Figurine Chess Notation.

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1127 Yuxin Ma, University of Louisiana at Lafayette, USA Douglas Williams, University of Louisiana at Lafayette, USA Charles Richard, University of Louisiana at Lafayette, USA Louise Prejean, University of Louisiana at Lafayette, USA This chapter is an effort to start to accumulate knowledge to guide the design of electronic educational games. The authors present a case study describing how the unique components of electronic games enabled the design of Conquest of Coastlands, a learning environment delivered as an electronic game.

There is also concern over sexist imagery, and thus about representational aspects of computer games. In this chapter, particular aspects of these issues are addressed in turn. The authors explore the issue of gender and gendered game preferences, in relation to the cultural framing of the gaming audience. Attention is then directed at the issue of representation, with a consideration of the tensions between representation, meaning, and playability. These issues are considered primarily through perspectives drawn from media studies, and with reference to recent work from the emerging field of computer game studies..

893 Patrick Felicia, University College Cork, Ireland Ian Pitt, University College Cork, Ireland This chapter explains the importance of acknowledging users’ personalities, learning styles, and emotions in the design of educational games. It argues that the application of educational theories combined with knowledge of subjects’ personality traits and an increased emotional depth offer a substantive approach to understand and improve the nature of learning in educational games. The authors hope that understanding the underlying motivation and behaviors of learners through the use of personality profiles will not only inform researchers of a better design of educational games, but also assist in understanding the intricate relationship between game design, instructional design, and users’ personality at both cognitive and emotional levels..

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