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Book Video Games  Yes or No

Download or read book Video Games Yes or No written by Erin Palmer and published by Carson-Dellosa Publishing. This book was released on 2018-11-30 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: After a long day of school it’s nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful? It might keep you from getting the exercise you need, interacting with friends and family, or completing your homework. Put the game control down and think about it. You decide! This title will allow students to determine the main idea of a text; recount the key details and explain how they support the main idea. • Bold keywords with phonetic glossary • Text based questions • Table of contents and headings

Book Extra Lives

    Book Details:
  • Author : Tom Bissell
  • Publisher : Vintage
  • Release : 2011-06-14
  • ISBN : 0307474313
  • Pages : 258 pages

Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Book Against Flow

    Book Details:
  • Author : Braxton Soderman
  • Publisher : MIT Press
  • Release : 2021-04-13
  • ISBN : 0262045508
  • Pages : 329 pages

Download or read book Against Flow written by Braxton Soderman and published by MIT Press. This book was released on 2021-04-13 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

Book Theory of Fun for Game Design

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2013-11-08 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Book Power Play

    Book Details:
  • Author : Asi Burak
  • Publisher : Macmillan + ORM
  • Release : 2017-01-31
  • ISBN : 1250089344
  • Pages : 237 pages

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Book Tv  Yes Or No

    Book Details:
  • Author : Lin Picou
  • Publisher :
  • Release : 2015-08
  • ISBN : 9781634304450
  • Pages : 0 pages

Download or read book Tv Yes Or No written by Lin Picou and published by . This book was released on 2015-08 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: How much TV is okay to watch? Are there programs that may or may not be such a great idea? This title gives insight into both sides of this sometimes touchy subject. Featuring engaging reading activities and relatable content, the simple-to-follow book, TV, Yes or No?, allows young learners to construct their own persuasive statements. The Seeing Both Sides series encourages young learners to research and support their own conclusions on a variety of long-debated topics. Readers will explore the pros and cons of each specific topic and gain a better understanding of differing opinions and why it is important to look at all the facts before making a decision. Each 24-page book features a teaching focus, before- and after-reading activities, writing tips, a glossary, and more, to effectively engage young learners and prompt them to explain their understanding.

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 The Illustrated History of 151 Video Games

Download or read book The Illustrated History of 151 Video Games written by Simon Parkin and published by . This book was released on 2014-01-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply. The medium's history ischronicled through the individual stories of 151 of themost iconic video games. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. - Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games - Expert analysis of the story of each game, accompaniedby fascinating trivia, memorable quotes, and informationon the year of publication and where the game can beplayed today - Includes titles across all platforms, including arcade, console, PC, online and handheld games - Charts five decades of video game evolution, fromComputer Space to Fez - Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs

Book Pause and Reset

Download or read book Pause and Reset written by Nancy M. Petry and published by Oxford University Press. This book was released on 2019-01-07 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 90% of children and adolescents play electronic or computerized games, and 25% play for three hours a day or even longer. Although some degree of video game playing is normal, excessive playing can negatively impact schoolwork, kids' social lives, and even their health. Pause and Reset is aimed at parents concerned about the role of gaming in their children's lives. In this informative, reader-friendly book, addiction expert Dr. Nancy Petry sheds light on what constitutes problematic video gaming and what does not, how to determine whether a child, adolescent or young adult may be "addicted" to gaming or developing problems with it, and when to seek professional help. Setting this book apart from others on the subject, the author also provides accessible explanations of the latest science behind how gaming addiction impacts children, adolescents, and families; she also explores the question of whether gaming may have positive effects in certain situations. Finally, Dr. Petry offers three simple, easy-to-implement steps parents can take to reduce and reverse the harmful effects of gaming: Record, Replace, and Reward. Pause and Reset also provides exercises and worksheets to support parents' efforts to help their kids.

Book Philosophy Through Video Games

Download or read book Philosophy Through Video Games written by Jon Cogburn and published by Routledge. This book was released on 2009-09-10 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles

Book The Debate about Playing Video Games

Download or read book The Debate about Playing Video Games written by Rachel Seigel and published by North Star Editions, Inc.. This book was released on 2018-01-01 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides a thorough overview of the major pros and cons of playing video games. Readable text, interesting sidebars, and illuminating infographics invite readers to jump in and join the debate.

Book The PlayStation Dreamworld

Download or read book The PlayStation Dreamworld written by Alfie Bown and published by John Wiley & Sons. This book was released on 2017-10-16 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

Book 101 Video Games to Play Before You Grow Up

Download or read book 101 Video Games to Play Before You Grow Up written by Ben Bertoli and published by Walter Foster Jr.. This book was released on 2017-10 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: A must-play checklist and guidebook for the top 101 video games every kid should experience, including trivia and tips, behind-the-scenes tidbits, and ratings. Full color. 5 15/16 x 8 5/16.

Book Choice Theory

    Book Details:
  • Author : William Glasser, M.D.
  • Publisher : Harper Collins
  • Release : 2010-11-16
  • ISBN : 0062031023
  • Pages : 372 pages

Download or read book Choice Theory written by William Glasser, M.D. and published by Harper Collins. This book was released on 2010-11-16 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dr. William Glasser offers a new psychology that, if practiced, could reverse our widespread inability to get along with one another, an inability that is the source of almost all unhappiness. For progress in human relationships, he explains that we must give up the punishing, relationship–destroying external control psychology. For example, if you are in an unhappy relationship right now, he proposes that one or both of you could be using external control psychology on the other. He goes further. And suggests that misery is always related to a current unsatisfying relationship. Contrary to what you may believe, your troubles are always now, never in the past. No one can change what happened yesterday.

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 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 Game Art

    Book Details:
  • Author : Matt Sainsbury
  • Publisher : No Starch Press
  • Release : 2015-09-01
  • ISBN : 1593276656
  • Pages : 278 pages

Download or read book Game Art written by Matt Sainsbury and published by No Starch Press. This book was released on 2015-09-01 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.