EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Everything Bad is Good for You

Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Book Playing to Win

Download or read book Playing to Win written by David Sirlin and published by Lulu.com. This book was released on 2006-04-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

Book Self Reg

    Book Details:
  • Author : Dr. Stuart Shanker
  • Publisher : Penguin
  • Release : 2016-06-21
  • ISBN : 0698158881
  • Pages : 284 pages

Download or read book Self Reg written by Dr. Stuart Shanker and published by Penguin. This book was released on 2016-06-21 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: There’s no such thing as a bad kid. That’s what a lifetime of experience has taught Dr. Stuart Shanker. No matter how difficult, out of control, distracted, or exhausted a child might seem, there’s a way forward: self-regulation. Overturning decades of conventional wisdom, this radical new technique allows children and the adults who care for them to regain their composure and peace of mind. Self-Reg is a groundbreaking book that presents an entirely new understanding of your child’s emotions and behavior and a practical guide for parents to help their kids engage calmly and successfully in learning and life. Grounded in decades of research and working with children and parents by Dr. Shanker, Self-Reg realigns the power of the parent-child relationship for positive change. Self-regulation is the nervous system’s way of responding to stress. We are seeing a generation of children and teens with excessively high levels of stress, and, as a result, an explosion of emotional, social, learning, behavior, and physical health problems. But few parents recognize the “hidden stressors” that their children are struggling with: physiological as well as social and emotional. An entrenched view of child rearing sees our children as lacking self-control or willpower, but the real basis for these problems lies in excessive stress. Self-regulation can dramatically improve a child’s mood, attention, and concentration. It can help children to feel empathy, and to cultivate the sorts of virtues that most parents know are vital for their child’s long-term wellbeing. Self-regulation brings about profound and lasting transformation that continues throughout life. Dr. Shanker translates decades of his findings from working with children into practical, prescriptive advice for parents, giving them concrete ways to develop their self-regulation skills and teach their children to do the same and engage successfully with life for optimal learning, social, and emotional growth.

Book Zombie Apocalypse  Keep Calm Video Games Have Prepared Me for This  Funny Video Gamer Gift   Small Lined Notebook  6 X 9

Download or read book Zombie Apocalypse Keep Calm Video Games Have Prepared Me for This Funny Video Gamer Gift Small Lined Notebook 6 X 9 written by Mini Spirits and published by Independently Published. This book was released on 2019-03-31 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Funny Novelty Video Gamer Notebook (Paperback) Cool notebook design with "Zombie Apocalypse? Keep Calm Video Games Have Prepared Me For This" caption and zombie graphics to take notes, log and track game play and progress. Small daily diary / journal / notebook to write in for creative writing for creating lists, for Scheduling, Organizing and Recording your thoughts. Makes an excellent gift idea for birthdays, video gamers, a friend who is a video game addict, geek, nerd or any special occasion. Perfectly sized at 6" x 9" 120 page Softcover bookbinding Flexible Paperback

Book Grand Theft Childhood

Download or read book Grand Theft Childhood written by Lawrence Kutner and published by Simon and Schuster. This book was released on 2008-04-15 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

Book Screenwise

    Book Details:
  • Author : Devorah Heitner
  • Publisher : Routledge
  • Release : 2016-10-04
  • ISBN : 1351817833
  • Pages : 256 pages

Download or read book Screenwise written by Devorah Heitner and published by Routledge. This book was released on 2016-10-04 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.

Book Keep Calm and Play Video Games  Blank Ruled Lined Composition Notebook

Download or read book Keep Calm and Play Video Games Blank Ruled Lined Composition Notebook written by Juliet Russels and published by Independently Published. This book was released on 2018-10-08 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lined paper journal notepad has 110 pages and is an ideal book to scribble your thoughts, shopping lists and sketches. It can be used as a school book, somewhere to write down notes or a general notepad. It provides ample space with its 6.14" x 9.21" size to jot down your daily thoughts and is a great gift for going back to school, for Christmas stockings and Birthday presents.

Book Keep Calm and Play Video Games

    Book Details:
  • Author : Passion Imagination Journals
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2017-09-29
  • ISBN : 9781977765062
  • Pages : 110 pages

Download or read book Keep Calm and Play Video Games written by Passion Imagination Journals and published by Createspace Independent Publishing Platform. This book was released on 2017-09-29 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a blank, lined journal that makes a perfect gift for friends and family, male or female, who love playing video games. Other features of this notebook include: 110 pages 6x9 inches Excellent and thick binding Durable white paper Sleek, matte-finished cover for a professional look This diary is a convenient and perfect size to carry anywhere for writing, journaling and note taking. If you would like an unlined journal, please take a look at our other products.

Book Persuasive Games

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Book Everybody Poops 410 Pounds a Year

Download or read book Everybody Poops 410 Pounds a Year written by Deuce Flanagan and published by Ulysses Press. This book was released on 2010-07-20 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents fascinating, unusual, and gross facts about excrement.

Book Games

    Book Details:
  • Author : C. Thi Nguyen
  • Publisher : Oxford University Press, USA
  • Release : 2020
  • ISBN : 0190052082
  • Pages : 253 pages

Download or read book Games written by C. Thi Nguyen and published by Oxford University Press, USA. This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

Book The Game of Life and how to Play it

Download or read book The Game of Life and how to Play it written by Florence Scovel Shinn and published by . This book was released on 1925 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Tech Talk

    Book Details:
  • Author : Michael Horne, PsyD
  • Publisher : Our Sunday Visitor
  • Release : 2017-12-07
  • ISBN : 1681920387
  • Pages : 96 pages

Download or read book The Tech Talk written by Michael Horne, PsyD and published by Our Sunday Visitor. This book was released on 2017-12-07 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you had “the tech talk” with your children? Does the mere mention of it cause you to shudder? We think it’s important, but for many parents it’s almost as uncomfortable as the other “talk” we dread. So we avoid it. Author Michael Horne, a Catholic parent and clinical psychologist, knows all too well the struggles families face understanding and dealing with how technology impacts our lives. In his new book, The Tech Talk, he not only zeroes in on the dangers of children’s unsupervised forays into the digital world, but he shows you what’s “out there” and how it can influence your children both negatively and positively. The Tech Talk gives parents practical strategies for living in a digital world, keeping it all in balance, and “unplugging” from technology to improve the health and happiness of the whole family. Have The Tech Talk. You’ll be glad you did. ABOUT THE AUTHOR Dr. Michael Horne has a doctorate in Clinical Psychology from the Institute for Psychological Sciences in Virginia and currently serves as the Director of Clinical Services for Catholic Charities of the Diocese of Arlington, where he has worked since 2012. In his clinical practice, Dr. Horne has had the privilege to work with many children, teenagers, and families who struggle with how to appropriately address and balance the influence of technology in their lives.

Book Video Games Are Good for You

Download or read book Video Games Are Good for You written by Daniel Mauleon and published by . This book was released on 2019-08 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past video games have gotten a bad rep for having a negative effect on players. But many studies have proven the opposite! From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways video games are good for you.

Book Video Game Storytelling

Download or read book Video Game Storytelling written by Evan Skolnick and published by Watson-Guptill. This book was released on 2014-12-02 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

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.

Book Control Unleashed

    Book Details:
  • Author : Leslie McDevitt
  • Publisher :
  • Release : 2007
  • ISBN : 9781892694171
  • Pages : 226 pages

Download or read book Control Unleashed written by Leslie McDevitt and published by . This book was released on 2007 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: