EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Baby Boomer Games

Download or read book Baby Boomer Games written by Rick Polizzi and published by . This book was released on 1995 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Baby Boomer Encyclopedia

Download or read book The Baby Boomer Encyclopedia written by Martin Gitlin and published by Bloomsbury Publishing USA. This book was released on 2011-03-03 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia defines and contextualizes the Baby Boomer generation and the wide-reaching contributions of its members throughout modern American history. Comprising some 80 million Americans born between 1946 and 1965, the Baby Boomers have significantly changed every aspect of American history and culture. The members of this generation experienced some of the most tumultuous times in American history; indeed, the Boomers helped create these pivotal eras. From the advent of rock and roll to disco and rap, from the sexual revolution to the arrival of AIDS, and from race riots to the election of a black president, Baby Boomers have seen it all. Through nearly 100 alphabetically arranged entries, this encyclopedia gives later generations insight into the contributions of the Baby Boomers, and it helps members of that generation better contextualize their own experiences. Included entries are written in a clear and engaging manner, covering politics and activism, entertainment, the economy, gender roles, arts, pop culture, sports, religion, drug and alcohol use, and many other subject areas.

Book Mass Media  An Aging Population  and the Baby Boomers

Download or read book Mass Media An Aging Population and the Baby Boomers written by Michael L. Hilt and published by Routledge. This book was released on 2016-05-06 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the oldest members of the baby boomer generation head into their retirement years, this demographic shift is having a substantial influence on uses of mass media, as well as the images portrayed in these media. Mass Media, An Aging Population, and the Baby Boomers provides a comprehensive examination of the relationship between media and aging issues, addressing mass media theory and practice as it relates to older Americans. Reviewing current research on communication and gerontology, authors Michael Hilt and Jeremy Lipschultz focus on aging baby boomers and their experiences with television, radio, print media, entertainment, advertising and public relations, along with the Internet and new media. They draw from studies about health and sexuality to understand views of aging, and present a view of older people as important players in the political process. Hilt and Lipschultz conclude the volume by addressing trends and making predictions related to baby boomers and mass media. Providing a timely and insightful examination of the linkage between mass media and aging issues, this volume will prove a valuable resource for scholars and students in media and gerontology. It is intended for use in coursework addressing such topics as mass communication and society, media and aging, media and public opinion, sociology, and social gerontology.

Book Gadgets  Games and Gizmos for Learning

Download or read book Gadgets Games and Gizmos for Learning written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2007-09-24 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Book Leisure Programming for Baby Boomers

Download or read book Leisure Programming for Baby Boomers written by Lynda J. Cochran and published by Human Kinetics. This book was released on 2009-05-19 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: The baby boomers—those born between 1946 and 1964—are a generation that consists of nearly 76 million Americans. Beginning in 2011, this large and influential population will begin their transition out of the workforce. As baby boomers enter retirement, they will be looking for opportunities in fitness, sports, outdoors, arts and cultural events, and other activities that suit their vibrant lifestyles. With their varied life experiences, values, and expectations, baby boomers are predicted to redefine the meaning of recreation and leisure programming for mature adults. Though many researchers have forecast the boomers’ impact on the future, only Leisure Programming for Baby Boomers addresses key information that recreation and leisure professionals need in order to make program decisions with baby boomers in mind. The authors combine their research, programming, and marketing expertise to provide insights into the values and lifestyle choices of boomers and offer programming and marketing strategies to reach this large and influential population. Leisure Programming for Baby Boomers will help you move beyond the traditional offerings of bingo, art classes, and social dances to capture the attention and imagination of your baby boomer community. This comprehensive guide offers these features: An in-depth review of current research to help you understand the values, interests, and needs of the boomer generation Guidance in adopting a “boomer lens” so you can more easily recognize the opportunities in working with this group and create and market programs that appeal to the values of this unique generation The Cochran Baby Boomer Quiz, a tool that can be used not only in assessing the programming preferences of the boomers in your community, but also in testing your staff’s knowledge of boomers and preparing them to work more effectively with this group Strategies, guidelines, and ready-to-use ideas for boomer-specific programming in arts and culture, outdoor recreation, education, wellness, and tourism Marketing templates and strategies that will attract boomers and keep them coming to your programs With Leisure Programming for Baby Boomers, you’ll discover what distinguishes the baby boomer generation from previous generations in regard to their demographic makeup, gender differences, cultural influences, brand loyalty, consumer behavior, and spending patterns. Based on current research, Leisure Programming for Baby Boomers explains the boomer generation in terms of five value areas specific to recreation and leisure programming: cultural influences, healthy aging and society, retirement, leisure pursuits, and economic levels. Using this knowledge, you’ll learn how to consider these generational values to create effective marketing messages and plan appropriate programming. Leisure Programming for Baby Boomers presents a range of detailed program ideas and formats that fulfill the interests of this new clientele so you can start offering new programs right away. It also offers guidelines and examples that will help you plan your own programs to meet the needs of your community. You’ll find all the tools you need to market your new programs, including techniques for attracting boomers to your programs and marketing templates that make implementing your marketing strategies simpler. Information on key topics such as marketing psychology; advertising beyond the brochure; motivating, recruiting, and communicating at the front lines; and creating and maintaining a focused image will help you better understand how to market programs. In this demand-driven occupation, recreation professionals must be prepared to market and deliver a wide range of leisure opportunities to serve the boomer generation. Is your recreation or leisure program ready for the baby boomers? Leisure Programming for Baby Boomers will help you understand the unique profile of the boomer generation and respond with creative programs that will add value and quality to the leisure lives of this new generation of mature adults. For information on system requirements or accessing an E-book after purchase, click here.

Book Universal Access in Human Computer Interaction  Access to Learning  Health and Well Being

Download or read book Universal Access in Human Computer Interaction Access to Learning Health and Well Being written by Margherita Antona and published by Springer. This book was released on 2015-07-18 with total page 737 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four LNCS volume set 9175-9178 constitutes the refereed proceedings of the 9th International Conference on Learning and Collaboration Technologies, UAHCI 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers of the four volume set address the following major topics: LNCS 9175, Universal Access in Human-Computer Interaction: Access to today's technologies (Part I), addressing the following major topics: LNCS 9175: Design and evaluation methods and tools for universal access, universal access to the web, universal access to mobile interaction, universal access to information, communication and media. LNCS 9176: Gesture-based interaction, touch-based and haptic Interaction, visual and multisensory experience, sign language technologies and smart and assistive environments LNCS 9177: Universal Access to Education, universal access to health applications and services, games for learning and therapy, and cognitive disabilities and cognitive support and LNCS 9178: Universal access to culture, orientation, navigation and driving, accessible security and voting, universal access to the built environment and ergonomics and universal access.

Book Dictionary of Toys and Games in American Popular Culture

Download or read book Dictionary of Toys and Games in American Popular Culture written by Frank Hoffmann and published by Routledge. This book was released on 2013-10-08 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.

Book Staying Alive   The Life and Times of an American Baby Boomer Part 2

Download or read book Staying Alive The Life and Times of an American Baby Boomer Part 2 written by Gene Baumgaertner and published by Trafford Publishing. This book was released on 2011-12-02 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Staying Alive is the sequel to An Innocent ManThe Life and Times of an American Baby Boomer. The first book explored growing up in the 1950s and 1960s. Staying Alive continues the adventure into the serendipitous 1970s. The same characters we enjoyed so much in An Innocent Man return and try to take the great leap from late adolescence into early adulthood. Follow our baby boomers as they struggle to survive college, avoid or cope with the Vietnam War, and eventually join mainstream society. Watch these reckless students try to turn themselves into budding professionals; struggle with marriage, child-rearing, and divorce; and try to survive the ups and downs of the volatile 1970s. Totally submerged in their own lives and interests, they still cant avoid the impacts of multiple wars, two oil embargos, rampant inflation, on-again off-again recession, and other world and life-changing events. Follow Ed Bakers efforts to just keep staying alive, John Fitzmorriss transition from Vietnam to a normal life, Johnny Latellas desire to keep scoringon and off the athletic field, Jerry Prinzs simple desire to succeed in business, and Jack Fitzhughs tenacious struggle to turn bad luck into good. Will they survive the gyrating 1970s, and can they do it alone, or does friendship really make a difference?

Book The Baby Boomer s Name Game

Download or read book The Baby Boomer s Name Game written by Christopher P. Andersen and published by Perigee Books. This book was released on 1987 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: The bestselling Name Game is back, completely revised and updated for parents of the 80s as it reveals the impact of names on behavior and helps parents choose names that will ensure their child's emotional well-being.

Book The NES Encyclopedia

Download or read book The NES Encyclopedia written by Chris Scullion and published by Casemate Publishers. This book was released on 2019-03-30 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive, colorful guide to every game ever released on the classic Nintendo Entertainment System. One of the most iconic video game systems, the NES is credited with saving the American video games industry in the early 1980s. The NES Encyclopedia is the first ever complete reference guide to every game released on the Nintendo Entertainment System, Nintendo’s first industry-defining video game system. As well as covering all 714 officially licensed NES games, the book also includes more than 160 unlicensed games released during its lifespan, giving for the first time a definitive history of this important console's full library. Written by a retro gaming expert with 30 years of gaming experience and a penchant for bad jokes, TheNES Encyclopedia promises to be both informative and entertaining. The NES continues to enjoy a strong cult following among Nintendo fans and gamers in general with wide varieties of officially licensed merchandise proving ever popular. Nintendo’s most recent console, the Switch, is the fastest selling video game console of all time in the United States and Japan. Nintendo launched a variety of classic NES games for download on the system, meaning a new audience of gamers is due to discover the NES for the first time if they have not already. Praise for The NES Encyclopedia “As a catalog of all 876 NES games, this work is unique in its breadth of coverage and will be of great interest to old-school video gamers and collectors.” —Booklist “A definitive resource that is more than worthy of the title ‘Encyclopedia.’ ” —Nintendo World Report

Book The Kids are Alright

Download or read book The Kids are Alright written by John C. Beck and published by Harvard Business Press. This book was released on 2006-11-01 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.

Book 100 Greatest Baby Boomer Toys

Download or read book 100 Greatest Baby Boomer Toys written by Mark Rich and published by . This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Boomers will be digging through their closets in search of their childhood after paging through this colourful nostalgic photo reference of the toys and playthings from the baby boomer generation. All ages will want to pick up this book and see what's inside -- from the common to the obscure -- brining back memories like the sound of tinker toys being dumped from a can. Each of the 100 chapters includes photographs and text discussing the origins and history of the popular toys, as well we other toys of the same type. For collectors, values listings are included for many more than the 100 featured toys. As a nostalgic picture book, it should become one of the primary gift books of the year.

Book A Baby Boomer s Decision Making

Download or read book A Baby Boomer s Decision Making written by Francis J. Kostel and published by Dog Ear Publishing. This book was released on 2010-08 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Baby Boomer's Decision Making drives the nation's 75 million baby boomers to examine life through the decisions they make, whether they are considering finances, changing national priorities or the needs of aging parents. Boomers will explore decisions of love, school, career, family and fun. From 1956 Chevrolets to Martin Luther King Jr., Vietnam and the 21st century, memoir snippets expose the author's best and worst decision making. From these engaging stories, a model of decision making emerges driven by individual experience in a distinctive combination of understanding, relationships and God. A Baby Boomer's Decision Making creates a bridge from abstract theoretical manuscripts to the daily reality, dreams and apprehensions of baby boomers. Mathematics unlocks the tools of decision making, and prejudice is an omnipresent force. The peaks and valleys of love, family and career highlight the ingredients of decision making. Guidelines and principles of decision making solidify and further assist readers in reviewing the past, assessing the present and preparing for their future. A series of activities and questions at the end of the book encourage individual reflection or small group discussion. Francis J. Kostel earned a Ph.D. from the University of Chicago. As superintendent of schools in suburban Chicago's St. Charles, he led the district of more than 13,000 students, 1,600 staff members and 17 schools. He also served as principal of St. Charles High School, a nationally recognized Blue Ribbon high school, as a leadership consultant and as a mathematics teacher. From the working-class neighborhoods of Chicago to the White House Rose Garden, Kostel has experience with organizational success and conflict resolution. Through August One Consulting, Kostel serves as an executive coach and mentor. Kostel has given presentations throughout the country on leadership, strategic planning, personnel evaluation, change and policy decisions. He has written several articles and served on statewide and regional boards. Kostel is a choir member and ballroom dancer. He and his wife, the love of his life for more than 38 years, have two adult sons. Comments and inquiries regarding A Baby Boomer's Decision Making and August One Consulting are welcome at [email protected].

Book Gamification of Life and the Gaming Society

Download or read book Gamification of Life and the Gaming Society written by Fabian Arlt and published by Springer Nature. This book was released on 2023-11-22 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.

Book Human Factors in Simulation and Training

Download or read book Human Factors in Simulation and Training written by Dennis A. Vincenzi and published by CRC Press. This book was released on 2023-08-30 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human Factors in Simulation and Training: Theory and Methods covers theoretical concepts on human factors principles as they apply to the fields of simulation and training in the real world. This book discusses traditional and nontraditional aspects of simulation and training. Topics covered include simulation fidelity, transfer of training, limits of simulation and training, virtual reality in the training environment, simulation-based situation awareness training, automated performance measures, performance assessment in simulation, adaptive simulation-based training, and scoring simulations with artificial intelligence This book will be a valuable resource for professionals and graduate students in the fields of ergonomics, human factors, computer engineering, aerospace engineering and occupational health and safety.

Book Classic Home Video Games  1985 1988

Download or read book Classic Home Video Games 1985 1988 written by Brett Weiss and published by McFarland. This book was released on 2012-11-12 with total page 828 pages. Available in PDF, EPUB and Kindle. Book excerpt: A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.

Book Video Game Bible  1985 2002

Download or read book Video Game Bible 1985 2002 written by Andy Slaven and published by Trafford Publishing. This book was released on 2002 with total page 774 pages. Available in PDF, EPUB and Kindle. Book excerpt: With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna