Download or read book Pilgrim in the Microworld written by Neil David, Sr. and published by Grand Central Pub. This book was released on 1984-01-01 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities
Download or read book Hockey Plays and Strategies 2E written by Johnston, Mike and published by Human Kinetics. This book was released on 2018 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hockey Plays and Strategies features a variety of plays, systems, and strategies for game play in the offensive, neutral, and defensive zones. Special situations such as the power play, penalty kill, and face-offs are also featured.
Download or read book Mr Lemoncello s All Star Breakout Game written by Chris Grabenstein and published by Yearling. This book was released on 2020-05-12 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can you find your way out of what James Patterson calls the "coolest library in the world"? Kyle Keeley and his friends face their biggest challenge yet when Mr. Lemoncello goes LIVE with his first-ever televised BREAKOUT game! From the coauthor of I Funny and Max Einstein--and with 100+ weeks on the New York Times bestseller list--the LEMONCELLO books are laugh-out-loud, puzzle-packed MUST-READS for homes and classrooms across America. Mr. Lemoncello is leaving the library and going LIVE across the nation with his latest game. Kyle can't wait to audition, but only a lucky few will get to compete in front of millions of viewers in a completely immersive new breakout game--with real kids as the playing pieces! Nothing is ever as it seems with Mr. Lemoncello, and the clock is ticking! Can Kyle and his friends crack the codes in time to win it all? Don't miss the bonus puzzle in the back! Look for the rest of the puzzle-packed series--Escape from Mr. Lemoncello's Library, Mr. Lemoncello's Library Olympics, Mr. Lemoncello's Great Library Race, and Mr. Lemoncello and the Titanium Ticket! PRAISE FOR THE SERIES: 44 STATE AWARD LISTS AND COUNTING 100+ WEEKS ON THE NEW YORK TIMES BESTSELLER LIST * "A worthy successor to the original madman puzzle-master himself, Willy Wonka." --Booklist, starred review
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Download or read book Space Time Play written by Friedrich von Borries and published by Springer Science & Business Media. This book was released on 2007-09-14 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Download or read book Breakout written by Jamie Lendino and published by Steel Gear Press. This book was released on 2023-08-17 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.
Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.
Download or read book Breakout written by Kate Messner and published by Bloomsbury Publishing USA. This book was released on 2018-06-05 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: Told in letters, poems, text messages, news stories, and comics--a series of documents Nora collects for the Wolf Creek Community Time Capsule Project--Breakout is a thrilling story that will leave readers thinking about who's really welcome in the places we call home. Nora Tucker is looking forward to summer vacation in Wolf Creek--two months of swimming, popsicles, and brushing up on her journalism skills for the school paper. But when two inmates break out of the town's maximum security prison, everything changes. Doors are locked, helicopters fly over the woods, and police patrol the school grounds. Everyone is on edge, and fear brings out the worst in some people Nora has known her whole life. Even if the inmates are caught, she worries that home might never feel the same. A Mighty Girl Best Book of the Year
Download or read book Introduction to Game Analysis written by Clara Fernández-Vara and published by Routledge. This book was released on 2014-07-17 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.
Download or read book The New Virtual Classroom written by Ruth C. Clark and published by John Wiley & Sons. This book was released on 2007-03-22 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The New Virtual Classroom draws on the most current research in multimedia learning as well as practitioner experience to show how to effectively harness the power of the virtual classroom. Written by Ruth Clark, co-author of the best selling e-Learning & the Science of Instruction, and Ann Kwinn3⁄4recognized experts in instructional design and workforce learning, this important resource includes guidelines, research, and illustrative examples that clearly show how to leverage the powerful instructional features in the new virtual classroom.
Download or read book Game Design written by Richard Rouse III and published by Jones & Bartlett Publishers. This book was released on 2004-08-30 with total page 953 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Download or read book Lessons Learned written by Josh Pauls and published by FriesenPress. This book was released on 2019-07-26 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: Life constantly changes the shots it throws at us. Do you know what to do when life’s on a breakaway to your open net? Or, do you know how to face a major roadblock in your career? Furthermore, are you looking for gold medal-winning strategies to help you get the edge in your field? Lessons Learned: My Journey to the Podium is the real-life story of three-time gold medal winning Paralympian Josh Pauls on his adventure to achieving his dreams. This inspirational book takes readers through Josh’s life, from having his legs amputated at ten months old to becoming the youngest team captain of the US Sled Hockey Team. In Lessons Learned: My Journey to the Podium, you will learn: • inspiration and strategies on how to reach the top of your field through unique stories and humor, • valuable lessons you can apply to your everyday life and overcome the challenges you face, • what it is like to be behind the scenes at some of the world’s greatest sporting events, • the real reason why Josh Pauls can honestly say, “I can guarantee if I had come out with fully functional legs, I wouldn’t have had the great life I have now.” A story of triumph over challenges, Lessons Learned: My Journey to the Podium demonstrates that success can be measured not only by the end goal, but also on the journey it took to get there. Success isn't something that happens overnight. Josh Pauls shows how hard work, determination, and persistence can positively affect one's life. "My biggest asset is the positive attitude I carry along with me wherever I go." —Josh Pauls
Download or read book Hockey written by Jack Falla and published by Sports Illustrated. This book was released on 1993-07-01 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hockey in the nineties is a new game of speed, creativity and innovation. Nw, boost your hockey talent with this up-to-the minute guide for the player, coach and fan. In Sports Illustrated Hockey: Learn to Play the Modern Way , a vetern hockey writer and youth league coach Jack Falla provides expert instruction in all phases of toay's game. This richly illustrated guide includes: 11 Techniques for incorporating power skating into your game 5 important shots and how to make them 4 drills to help you improve your stickhandling skills 5 principles to make you a better offensive TEAM player 9 techniques for improving personal and team defense The keys to becoming a complete goaltender A survival manual for the youth league coach and parent
Download or read book Sports Illustrated Hockey written by Jack Falla and published by Rowman & Littlefield. This book was released on 1994 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a practical book for players, coaches and those spectators who seek a deeper understanding of a changing game. It is still shaped and controlled by the people who play, coach and watch it.
Download or read book Theatre and Dance with Children as Artistic Partners written by Amanda Pintore and published by Springer Nature. This book was released on with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Hockey Made Easy Instructional Manual written by John Shorey and published by Hockey Made Easy. This book was released on 1995 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book History of Digital Games written by Andrew Williams and published by CRC Press. This book was released on 2017-03-16 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.