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Author: Laura Black Publisher: Addictives – Luv ISBN: Category : Fiction Languages : fr Pages :
Book Description
Il est tout ce qu’elle a toujours fui, mais il ne renoncera pas. Dax est le chef des Styx Lions, l’un des gangs de bikers les plus redoutables de San Francisco. Arrogant, violent et bagarreur, il refuse de s’attacher à qui que ce soit. L’amour n’est qu’une faiblesse inutile et les femmes, des partenaires d’une nuit. Mais Tasha est différente. Elle ne se laisse pas impressionner ni séduire, elle est indépendante… et il a besoin d’elle. Médecin urgentiste, brillante et passionnée, elle seule peut sauver une témoin-clé dans la guerre qui oppose les Styx Lions à un gang rival. Au jeu sensuel du chat et de la souris, il n’y aura qu’un seul vainqueur… Découvrez la nouvelle romance de Laura Black, Games of Desire ! *** Prisonnière entre mon corps et le mur, Tasha esquisse une moue adorable, même si elle flirte avec la colère. Si j’étais un gars bien, je reculerais d’un pas, mais ce n’est pas le cas. Au contraire, je me rapproche d’elle, heureux lorsque nos poitrines entrent en contact. La respiration contenue de Tasha attire mon attention une brève seconde sur ses seins, puis je reviens à sa bouche. Merde ! Je n’aime pas embrasser d’habitude. Immiscer ma queue entre des lèvres pulpeuses, oui, mais pour le reste… Pourtant, avec Tasha, je découvre un plaisir insoupçonné à lécher, mordre et taquiner cette chair délicieusement rosée et humide. Je crois même que je suis en train de devenir accro… *** Games of Desire, de Laura Black, premiers chapitres du roman.
Author: Laura Black Publisher: Addictives – Luv ISBN: Category : Fiction Languages : fr Pages :
Book Description
Il est tout ce qu’elle a toujours fui, mais il ne renoncera pas. Dax est le chef des Styx Lions, l’un des gangs de bikers les plus redoutables de San Francisco. Arrogant, violent et bagarreur, il refuse de s’attacher à qui que ce soit. L’amour n’est qu’une faiblesse inutile et les femmes, des partenaires d’une nuit. Mais Tasha est différente. Elle ne se laisse pas impressionner ni séduire, elle est indépendante… et il a besoin d’elle. Médecin urgentiste, brillante et passionnée, elle seule peut sauver une témoin-clé dans la guerre qui oppose les Styx Lions à un gang rival. Au jeu sensuel du chat et de la souris, il n’y aura qu’un seul vainqueur… Découvrez la nouvelle romance de Laura Black, Games of Desire ! *** Prisonnière entre mon corps et le mur, Tasha esquisse une moue adorable, même si elle flirte avec la colère. Si j’étais un gars bien, je reculerais d’un pas, mais ce n’est pas le cas. Au contraire, je me rapproche d’elle, heureux lorsque nos poitrines entrent en contact. La respiration contenue de Tasha attire mon attention une brève seconde sur ses seins, puis je reviens à sa bouche. Merde ! Je n’aime pas embrasser d’habitude. Immiscer ma queue entre des lèvres pulpeuses, oui, mais pour le reste… Pourtant, avec Tasha, je découvre un plaisir insoupçonné à lécher, mordre et taquiner cette chair délicieusement rosée et humide. Je crois même que je suis en train de devenir accro… *** Games of Desire, de Laura Black, premiers chapitres du roman.
Author: Eric Zimmerman Publisher: Chronicle Books ISBN: 1648962068 Category : Games & Activities Languages : en Pages : 210
Book Description
Whether you're a game player, a designer of any kind, or someone who wants to know more about design, The Rules We Break will open your mind to creative and thought-provoking approaches to design. Play through more than 20 hands-on, real-world games and exercises to explore how people think, how games and systems work, and how to move through a creative process. Everyone can learn from game design: interaction designers and software developers, graphic designers and urban planners, kids in after-school programs and university students studying design. This collection of interactive games and exercises is designed to help you consider new ways of approaching productive collaboration, creative problem solving, analysis of systems, and how to communicate ideas, providing skills you can use in any discipline or situation. These real-world exercises are designed to be played on tabletops, as playground-style physical games, and via social interactions with others in person or online. A wide range of entertaining, thought-provoking games, exercises, and short essays grow in complexity over the course of the book, from 20 minutes of play to design projects that last for days or weeks. Award-winning game designer Eric Zimmerman invites you to play your way through it all, learning about play, systems, and design along the way.
Author: Jennifer deWinter Publisher: Routledge ISBN: 1317162617 Category : Language Arts & Disciplines Languages : en Pages : 334
Book Description
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
Author: Sylvain Seccia Publisher: Sylvain Seccia ISBN: 2956185632 Category : Art Languages : en Pages : 102
Book Description
Désiré - The making of traces the journey of an atypical adventure that will make you travel along with its creator during five years, from January 2012 to December 2016. The story is accompanied by photographs, sketches and unpublished artworks, as well as many screenshots of the best moments of the game. Désiré is available on the official website (seccia.com).
Author: Daniel Bergner Publisher: Penguin UK ISBN: 0141956151 Category : Psychology Languages : en Pages : 217
Book Description
Jacob is a man with an overwhelming attraction to female feet. The Baroness is a clothing designer and evangelical sadist. Roy is a wedding band singer entranced by his step daughter. Ron and Laura are simply in love - only Laura lost both her legs in a car accident, and Ron is beguiled by a beauty many would be blind to. How do we deal with desire? Our own, and the desires of others? How do we comprehend desires that are extreme, or unacceptable? And how do those who have them, live with them? In A Map of Desire Daniel Bergner takes us on a journey into human passion suffered, endured, and celebrated. Desire is a sometimes anarchic, sometimes ecstatic, sometimes destructive, sometimes redeeming, and always powerful force.Immersing himself in it through the people whose lives he follows and the scientists he spends time with who are trying to understand it, slowly he exposes and illuminates layers of our humanity.
Author: Thomas M. Leitch Publisher: University of Georgia Press ISBN: 0820333492 Category : Social Science Languages : en Pages : 314
Book Description
Developing a model of narrative based on game theory, Thomas Leitch offers a compelling new explanation for the distinctiveness and power of Hitchcock's films. Games such as the director's famous cameo appearances, the author says, allow the audience simultaneously to immerse itself in the world created by the narrative and to stand outside that world and appreciate the self-consciously suspenseful or comic techniques that make the movie peculiarly Hitchcockian. A crucial aspect of the director's gameplaying, Leitch contends, emerges in the way he repeatedly redefines the rules. Leitch divides Hitchcock's career into key periods in which one set of games gives way to another, reflecting changes in the director's concerns and the conditions under which he was making movies at the time. For example, the films of his late British period (the original Man Who Knew Too Much, The 39 Steps, The Lady Vanishes) pivot on witty situational games that continually surprise the viewers; the American films that followed in the next decade (Rebecca, Notorious, The Paradine Case) depend more on drawing the viewer into a close identification with a central character and that character's plight. These films in turn are followed by such works as Rope and Strangers on a Train, in which cat-and-mouse games--between characters, between Hitchcock and the characters, between Hitchcock and the audience--are the driving force. By repeatedly redefining what it means to be a Hitchcock film, Leitch explains, the director fosters a highly ambivalent attitude toward such concerns as the value of domesticity, the loss of identity, and the need for--and fear of--suspenseful apprehension.
Author: Claude Bolduc Publisher: Springer Science & Business Media ISBN: 3642133207 Category : Computers Languages : en Pages : 435
Book Description
The LNCS series reports state-of-the-art results in computer science research, development, and education, at a high level and in both printed and electronic form. Enjoying tight cooperation with the R&D community, with numerous individuals, as well as with prestigious organizations and societies, LNCS has grown into the most comprehensive computer science research forum available. The scope of LNCS, including its subseries LNAI and LNBI, spans the whole range of computer science and information technology including interdisciplinary topics in a variety of application fields. In parallel to the printed book, each new volume is published electronically in LNCS Online.
Author: Simon Egenfeldt-Nielsen Publisher: Routledge ISBN: 1135868786 Category : Games & Activities Languages : en Pages : 407
Book Description
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Author: Stefan Göbel Publisher: Springer ISBN: 3030027627 Category : Computers Languages : en Pages : 296
Book Description
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.