Author: Matthew Ball
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
The Metaverse: And How It Will Revolutionize Everything
Author: Matthew Ball
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
Happy & You Know It
Author: Laura Hankin
Publisher: Penguin
ISBN: 1984806238
Category : Fiction
Languages : en
Pages : 386
Book Description
“For fans of Sex and the City and The Nanny Diaries comes this juicy story…that would make even the most meticulously Drybar-ed hair curl.”—Good Housekeeping As seen in The Washington Post • Good Housekeeping • theSkimm • Good Morning America • ABC News • Book of the Month • Belletrist • OK! Magazine • Betches • Newsweek • Parade • New York Post Best Book of the Week A dark, witty page-turner about a struggling young musician who takes a job singing for a playgroup of overprivileged babies and their effortlessly cool moms, only to find herself pulled into their glamorous lives and dangerous secrets.... After her former band shot to superstardom without her, Claire reluctantly agrees to a gig as a playgroup musician for wealthy infants on New York's Park Avenue. Claire is surprised to discover that she is smitten with her new employers, a welcoming clique of wellness addicts with impossibly shiny hair, who whirl from juice cleanse to overpriced miracle vitamins to spin class with limitless energy. There is perfect hostess Whitney who is on the brink of social-media stardom and just needs to find a way to keep her flawless life from falling apart. Caustically funny, recent stay-at-home mom Amara who is struggling to embrace her new identity. And old money, veteran mom Gwen who never misses an opportunity to dole out parenting advice. But as Claire grows closer to the stylish women who pay her bills, she uncovers secrets and betrayals that no amount of activated charcoal can fix. Filled with humor and shocking twists, Happy and You Know It is a brilliant take on motherhood – exposing it as yet another way for society to pass judgment on women – while also exploring the baffling magnetism of curated social-media lives that are designed to make us feel unworthy. But, ultimately, this dazzling novel celebrates the unlikely bonds that form, and the power that can be unlocked, when a group of very different women is thrown together when each is at her most vulnerable.
Publisher: Penguin
ISBN: 1984806238
Category : Fiction
Languages : en
Pages : 386
Book Description
“For fans of Sex and the City and The Nanny Diaries comes this juicy story…that would make even the most meticulously Drybar-ed hair curl.”—Good Housekeeping As seen in The Washington Post • Good Housekeeping • theSkimm • Good Morning America • ABC News • Book of the Month • Belletrist • OK! Magazine • Betches • Newsweek • Parade • New York Post Best Book of the Week A dark, witty page-turner about a struggling young musician who takes a job singing for a playgroup of overprivileged babies and their effortlessly cool moms, only to find herself pulled into their glamorous lives and dangerous secrets.... After her former band shot to superstardom without her, Claire reluctantly agrees to a gig as a playgroup musician for wealthy infants on New York's Park Avenue. Claire is surprised to discover that she is smitten with her new employers, a welcoming clique of wellness addicts with impossibly shiny hair, who whirl from juice cleanse to overpriced miracle vitamins to spin class with limitless energy. There is perfect hostess Whitney who is on the brink of social-media stardom and just needs to find a way to keep her flawless life from falling apart. Caustically funny, recent stay-at-home mom Amara who is struggling to embrace her new identity. And old money, veteran mom Gwen who never misses an opportunity to dole out parenting advice. But as Claire grows closer to the stylish women who pay her bills, she uncovers secrets and betrayals that no amount of activated charcoal can fix. Filled with humor and shocking twists, Happy and You Know It is a brilliant take on motherhood – exposing it as yet another way for society to pass judgment on women – while also exploring the baffling magnetism of curated social-media lives that are designed to make us feel unworthy. But, ultimately, this dazzling novel celebrates the unlikely bonds that form, and the power that can be unlocked, when a group of very different women is thrown together when each is at her most vulnerable.
A Special Place for Women
Author: Laura Hankin
Publisher: Penguin
ISBN: 1984806270
Category : Fiction
Languages : en
Pages : 385
Book Description
As seen on Good Morning America as a Summer Reads Pick “One of the smartest, sharpest, and funniest books I’ve read in years... Some books are meant to be devoured—this one does the devouring.”—Emily Henry, #1 New York Times bestselling author of People We Meet on Vacation One of Summer 2021's Most Anticipated Novels Good Morning America, Cosmopolitan, Good Housekeeping, Real Simple, theSkimm, E! Online, Oprah Daily, The New York Post, Woman's Day, Parade, Bustle, Yahoo!, The Stripe, Popsugar, Medium, Lithub, Book Riot, The Nerd Daily, and more! It’s a club like no other. Only the most important women receive an invitation. But one daring young reporter is about to infiltrate this female-run secret society, whose bewitching members are caught up in a dark and treacherous business. From the author of Happy and You Know It. For years, rumors have swirled about an exclusive, women-only social club where the elite tastemakers of NYC meet. People in the know whisper all sorts of claims: Membership dues cost $1,000 a month. Last time Rihanna was in town, she stopped by and got her aura read. The women even handpicked the city's first female mayor. But no one knows for sure. That is, until journalist Jillian Beckley decides she's going to break into the club. With her career in freefall, Jillian needs a juicy scoop, and she has a personal interest in bringing these women down. But the deeper she gets into this new world—where billionaire "girlbosses" mingle with witchy Bohemians—the more Jillian learns that bad things happen to those who dare to question the club's motives or giggle at its outlandish rituals. The select group of women who populate the club may be far more powerful than she ever imagined. And far more dangerous too.
Publisher: Penguin
ISBN: 1984806270
Category : Fiction
Languages : en
Pages : 385
Book Description
As seen on Good Morning America as a Summer Reads Pick “One of the smartest, sharpest, and funniest books I’ve read in years... Some books are meant to be devoured—this one does the devouring.”—Emily Henry, #1 New York Times bestselling author of People We Meet on Vacation One of Summer 2021's Most Anticipated Novels Good Morning America, Cosmopolitan, Good Housekeeping, Real Simple, theSkimm, E! Online, Oprah Daily, The New York Post, Woman's Day, Parade, Bustle, Yahoo!, The Stripe, Popsugar, Medium, Lithub, Book Riot, The Nerd Daily, and more! It’s a club like no other. Only the most important women receive an invitation. But one daring young reporter is about to infiltrate this female-run secret society, whose bewitching members are caught up in a dark and treacherous business. From the author of Happy and You Know It. For years, rumors have swirled about an exclusive, women-only social club where the elite tastemakers of NYC meet. People in the know whisper all sorts of claims: Membership dues cost $1,000 a month. Last time Rihanna was in town, she stopped by and got her aura read. The women even handpicked the city's first female mayor. But no one knows for sure. That is, until journalist Jillian Beckley decides she's going to break into the club. With her career in freefall, Jillian needs a juicy scoop, and she has a personal interest in bringing these women down. But the deeper she gets into this new world—where billionaire "girlbosses" mingle with witchy Bohemians—the more Jillian learns that bad things happen to those who dare to question the club's motives or giggle at its outlandish rituals. The select group of women who populate the club may be far more powerful than she ever imagined. And far more dangerous too.
Snow Crash
Author: Neal Stephenson
Publisher: Penguin UK
ISBN: 0141924047
Category : Fiction
Languages : en
Pages : 362
Book Description
THE 30th ANNIVERSARY EDITION WITH NEW, NEVER-BEFORE-PUBLISHED MATERIAL After the Internet, what came next? Enter the Metaverse - cyberspace home to avatars and software daemons, where anything and just about everything goes. Newly available on the Street - the Metaverse's main drag - is Snow Crash. A cyberdrug that reduces avatars in the digital world to dust, but also infects users in real life, leaving them in a vegetative state. This is bad news for Hiro, a freelance hacker and the Metaverse's best swordfighter, and mouthy skateboard courier Y. T.. Together, investigating the Infocalypse, they trace back the roots of language itself to an ancient Sumerian priesthood and find they must race to stop a shadowy virtual villain hell-bent on world domination. In this special edition of the remarkably prescient modern classic, Neal Stephenson explores linguistics, computer science, politics and philosophy in the form of a break-neck adventure into the fast-approaching yet eerily recognizable future. 'Fast-forward free-style mall mythology for the twenty-first century' William Gibson 'Brilliantly realized' New York Times Book Review 'Like a Pynchon novel with the brakes removed' Washington Post 'A remarkably prescient vision of today's tech landscape' Vanity Fair
Publisher: Penguin UK
ISBN: 0141924047
Category : Fiction
Languages : en
Pages : 362
Book Description
THE 30th ANNIVERSARY EDITION WITH NEW, NEVER-BEFORE-PUBLISHED MATERIAL After the Internet, what came next? Enter the Metaverse - cyberspace home to avatars and software daemons, where anything and just about everything goes. Newly available on the Street - the Metaverse's main drag - is Snow Crash. A cyberdrug that reduces avatars in the digital world to dust, but also infects users in real life, leaving them in a vegetative state. This is bad news for Hiro, a freelance hacker and the Metaverse's best swordfighter, and mouthy skateboard courier Y. T.. Together, investigating the Infocalypse, they trace back the roots of language itself to an ancient Sumerian priesthood and find they must race to stop a shadowy virtual villain hell-bent on world domination. In this special edition of the remarkably prescient modern classic, Neal Stephenson explores linguistics, computer science, politics and philosophy in the form of a break-neck adventure into the fast-approaching yet eerily recognizable future. 'Fast-forward free-style mall mythology for the twenty-first century' William Gibson 'Brilliantly realized' New York Times Book Review 'Like a Pynchon novel with the brakes removed' Washington Post 'A remarkably prescient vision of today's tech landscape' Vanity Fair
The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Control Freak
Author: Cliff Bleszinski
Publisher: Simon and Schuster
ISBN: 1982149167
Category : Biography & Autobiography
Languages : en
Pages : 320
Book Description
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
Publisher: Simon and Schuster
ISBN: 1982149167
Category : Biography & Autobiography
Languages : en
Pages : 320
Book Description
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
Pippa Park Raises Her Game
Author: Erin Yun
Publisher: Simon and Schuster
ISBN: 1944020268
Category : JUVENILE FICTION
Languages : en
Pages : 145
Book Description
A CONTEMPORARY REIMAGINING OF GREAT EXPECTATIONS FOR MIDDLE GRADERS Life is full of great expectations for Korean American Pippa Park. It seems like everyone, from her family to the other kids at school, has a plan for how her life should look. So when Pippa gets a mysterious basketball scholarship to Lakeview Private, she jumps at the chance to reinvent herself by following the "Rules of Cool." At Lakeview, Pippa juggles old and new friends, an unrequited crush, and the pressure to perform academically and athletically while keeping her past and her family's laundromat a secret from her elite new classmates. But when Pippa begins to receive a string of hateful, anonymous messages via social media, her carefully built persona is threatened. As things begin to spiral out of control, Pippa discovers the real reason she was admitted to Lakeview and wonders if she can keep her old and new lives separate, or if she should even try.
Publisher: Simon and Schuster
ISBN: 1944020268
Category : JUVENILE FICTION
Languages : en
Pages : 145
Book Description
A CONTEMPORARY REIMAGINING OF GREAT EXPECTATIONS FOR MIDDLE GRADERS Life is full of great expectations for Korean American Pippa Park. It seems like everyone, from her family to the other kids at school, has a plan for how her life should look. So when Pippa gets a mysterious basketball scholarship to Lakeview Private, she jumps at the chance to reinvent herself by following the "Rules of Cool." At Lakeview, Pippa juggles old and new friends, an unrequited crush, and the pressure to perform academically and athletically while keeping her past and her family's laundromat a secret from her elite new classmates. But when Pippa begins to receive a string of hateful, anonymous messages via social media, her carefully built persona is threatened. As things begin to spiral out of control, Pippa discovers the real reason she was admitted to Lakeview and wonders if she can keep her old and new lives separate, or if she should even try.
Love in the Library
Author: Maggie Tokuda-Hall
Publisher: Candlewick Press
ISBN: 1536225746
Category : Juvenile Fiction
Languages : en
Pages : 39
Book Description
Set in an incarceration camp where the United States cruelly detained Japanese Americans during WWII and based on true events, this moving love story finds hope in heartbreak. To fall in love is already a gift. But to fall in love in a place like Minidoka, a place built to make people feel like they weren’t human—that was miraculous. After the bombing of Pearl Harbor, Tama is sent to live in a War Relocation Center in the desert. All Japanese Americans from the West Coast—elderly people, children, babies—now live in prison camps like Minodoka. To be who she is has become a crime, it seems, and Tama doesn’t know when or if she will ever leave. Trying not to think of the life she once had, she works in the camp’s tiny library, taking solace in pages bursting with color and light, love and fairness. And she isn’t the only one. George waits each morning by the door, his arms piled with books checked out the day before. As their friendship grows, Tama wonders: Can anyone possibly read so much? Is she the reason George comes to the library every day? Maggie Tokuda-Hall’s beautifully illustrated, elegant love story features a photo of the real Tama and George—the author’s grandparents—along with an afterword and other back matter for readers to learn more about a time in our history that continues to resonate.
Publisher: Candlewick Press
ISBN: 1536225746
Category : Juvenile Fiction
Languages : en
Pages : 39
Book Description
Set in an incarceration camp where the United States cruelly detained Japanese Americans during WWII and based on true events, this moving love story finds hope in heartbreak. To fall in love is already a gift. But to fall in love in a place like Minidoka, a place built to make people feel like they weren’t human—that was miraculous. After the bombing of Pearl Harbor, Tama is sent to live in a War Relocation Center in the desert. All Japanese Americans from the West Coast—elderly people, children, babies—now live in prison camps like Minodoka. To be who she is has become a crime, it seems, and Tama doesn’t know when or if she will ever leave. Trying not to think of the life she once had, she works in the camp’s tiny library, taking solace in pages bursting with color and light, love and fairness. And she isn’t the only one. George waits each morning by the door, his arms piled with books checked out the day before. As their friendship grows, Tama wonders: Can anyone possibly read so much? Is she the reason George comes to the library every day? Maggie Tokuda-Hall’s beautifully illustrated, elegant love story features a photo of the real Tama and George—the author’s grandparents—along with an afterword and other back matter for readers to learn more about a time in our history that continues to resonate.
Playful Trajectories and Experimentations
Author: Judit Vari
Publisher: BRILL
ISBN: 9004468919
Category : Psychology
Languages : en
Pages : 108
Book Description
The principal aim of this book is to discuss the role of video games in socialization of children and young people. The development of video games is a sign of and a factor in the democratization of modern societies.
Publisher: BRILL
ISBN: 9004468919
Category : Psychology
Languages : en
Pages : 108
Book Description
The principal aim of this book is to discuss the role of video games in socialization of children and young people. The development of video games is a sign of and a factor in the democratization of modern societies.
Game Science in Hybrid Learning Spaces
Author: Sylvester Arnab
Publisher: Routledge
ISBN: 1315295032
Category : Education
Languages : en
Pages : 222
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Publisher: Routledge
ISBN: 1315295032
Category : Education
Languages : en
Pages : 222
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.