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EBookClubs

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Book Embed With Games

Download or read book Embed With Games written by Cara Ellison and published by Birlinn. This book was released on 2015-11-19 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 2014 games critic Cara Ellison rather flippantly pledged to the internet she’d leave home, become itinerant, and travel around the world to live with and write about some of the most interesting game developers and their cultural outlook. As your ‘cyberpunk hair-dyed Attenborough’, originally Cara put up the Embed With Games series monthly on a free blog as she travelled from couch to couch, writing about the people she met and about the way our game creators express the culture around them. The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could. This is the collected work, called Embed With Games with an exclusive introduction from Kieron Gillen, a cover from Irene Koh, and a conclusion exclusive to the eBook.

Book A Slow Year

    Book Details:
  • Author : Ian Bogost
  • Publisher :
  • Release : 2010
  • ISBN : 9781933900162
  • Pages : 139 pages

Download or read book A Slow Year written by Ian Bogost and published by . This book was released on 2010 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of four one kilobyte games for the Atari Video Computer System, one for each seasosn, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical iput. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku--poetry generated by computer--9 bits worth for each season."--Unedited summary from back cover.

Book Games to Play with Two Year Olds

Download or read book Games to Play with Two Year Olds written by Jackie Silberg and published by Gryphon House, Inc.. This book was released on 2002 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Packed with opportunities to build confidence and to enhance language, coordination, social interactions, and problem-solving skills, "Games to Play with Two Year Olds "is a must-have for anyone caring for a child between the ages of two and three. Turn ordinary, everyday routines into fun learning experiences Award-winning author Jackie Silberg is an early childhood advocate and popular keynote speaker. She has written the best-selling books "125 Brain Games for Babies, 125 Brain Games for Toddlers and Twos, Games to Play with Babies, Games to Play with Toddlers, 300 Three Minute Games, 500 Five Minute Games, "and "The I Can t Sing Book.""

Book Reality Is Broken

    Book Details:
  • Author : Jane McGonigal
  • Publisher : Penguin
  • Release : 2011-01-20
  • ISBN : 1101475498
  • Pages : 416 pages

Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Book A Year of Games

    Book Details:
  • Author : Carolyn H. Stern
  • Publisher :
  • Release : 1926
  • ISBN :
  • Pages : 136 pages

Download or read book A Year of Games written by Carolyn H. Stern and published by . This book was released on 1926 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Seven Games  A Human History

Download or read book Seven Games A Human History written by Oliver Roeder and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Book The Switch Collector

    Book Details:
  • Author : Jeffrey Wittenhagen
  • Publisher :
  • Release : 2022-12-12
  • ISBN : 9781733292870
  • Pages : 0 pages

Download or read book The Switch Collector written by Jeffrey Wittenhagen and published by . This book was released on 2022-12-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Switch Collector is a comprehensive "Switchopedia" Collector book series that covers all the physical releases for the Nintendo Switch along with the must play digital-only releases we would like to see come out physically. Part two of the second volume, titled "Volume Two Part Two" continues our journey with the Switch finishing the second year of the Nintendo Switch. This book is also in an abridged format to streamline the information so it is easy for the reader to consume!

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Basic Computer Games

Download or read book Basic Computer Games written by David H. Ahl and published by . This book was released on 1981 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Last Good Year

Download or read book The Last Good Year written by Damien Cox and published by Penguin. This book was released on 2019-10-22 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nominated for the 2019 Toronto Heritage Book Award We may never see a playoff series like it again. Before Gary Bettman, and the lockouts. Before all the NHL's old barns were torn down to make way for bigger, glitzier rinks. Before expansion and parity across the league, just about anything could happen on the ice. And it often did. It was an era when huge personalities dominated the sport; and willpower was often enough to win games. And in the spring of 1993, some of the biggest talents and biggest personalities were on a collision course. The Cinderella Maple Leafs had somehow beaten the mighty Red Wings and then, just as improbably, the St. Louis Blues. Wayne Gretzky's Kings had just torn through the Flames and the Canucks. When they faced each other in the conference final, the result would be a series that fans still talk about passionately 25 years later. Taking us back to that feverish spring, The Last Good Year gives an intimate account not just of an era-defining seven games, but of what the series meant to the men who were changed by it: Marty McSorley, the tough guy who took his whole team on his shoulders; Doug Gilmour, the emerging superstar; celebrity owner Bruce McNall; Bill Berg, who went from unknown to famous when the Leafs claimed him on waivers; Kelly Hrudey, the Kings' goalie who would go on to become a Hockey Night in Canada broadcaster; Kerry Fraser, who would become the game's most infamous referee; and two very different captains, Toronto's bull in a china shop, Wendel Clark, and the immortal Wayne Gretzky. Fast-paced, authoritative, and galvanized by the same love of the game that made the series so unforgettable, The Last Good Year is a glorious testament to a moment hockey fans will never forget.

Book How to Play Video Games

Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Book A History of Competitive Gaming

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Competitive gaming, or esports - referring to competitive tournaments of video games among both casual gamers and professional players - began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture"--

Book The Umbrella Conspiracy

Download or read book The Umbrella Conspiracy written by S. D. Perry and published by Simon and Schuster. This book was released on 1998 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: A remote mountain community is suddenly beseiged by a rash of grisly murders encroaching upon it from the surrounding forest. Bizarre reports start to spread, describing attacks from viscious creatures, some human...some not. At the centre of these deaths is a dark, secluded mansion belonging to the mysterious Umbrella Corporation. For years Umbrella has laboured within the mansion, unwatched, ostensibly conducting benign genetic research. Deployed to investigate the strange goings on is the Special Tactics and Rescue Squad (S.T.A.R.S), a paramilitary response unit boasting an unusual array of mission specialists. They believe they are ready for anything but nothing prepares them for the terror which awaits them when they penetrate the mansions long-locked doors. Behind the horror of nightmare creatures, results of forbidden experiments gone disasterously wrong, lies a conspiracy so vast in its scope and so insidious in its agenda that the S.T.A.R.S will be betrayed from within to ensure that the world never learns Umbrella's secret. And if any survive...they may well come to envy those who do not.

Book No Game for Boys to Play

Download or read book No Game for Boys to Play written by Kathleen Bachynski and published by UNC Press Books. This book was released on 2019-11-25 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.

Book 500 Five Minute Games

Download or read book 500 Five Minute Games written by Jackie Silberg and published by Gryphon House, Inc.. This book was released on 1995 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents five hundred alphabet, counting, math, science, drama, listening, and other types of games for three- to six-year-olds that take only five minutes to play, and includes a skills index.

Book Batman Superman  World s Finest  2022    1

Download or read book Batman Superman World s Finest 2022 1 written by Mark Waid and published by DC Comics. This book was released on 2022-03-15 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Dark Knight. The Man of Steel. They are the two finest superheroes that the world has ever known...and they’re together again in an epic new series from the legendary talents of Mark Waid and Dan Mora! In the not-too-distant past, Superman’s powers are super-charged from a devastating chemical attack by the villain Metallo...and the only ally that the ultra-powerful Man of Tomorrow can turn to in this turbulent hour is Gotham’s own dark vengeance: the Batman. A nearly fatal burst of power drives Bruce Wayne to his own extreme measures to help his friend...enlisting none other than the Doom Patrol for aid. It’s the world’s greatest superheroes from the world’s greatest comic book talent in an epic comic book experience that kicks off the next big events in the DCU. Get ready, it’s time to soar.

Book Handbook of Computer Game Studies

Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.