Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Half-Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
The Absolutely True Diary of a Part-Time Indian (National Book Award Winner)
Author: Sherman Alexie
Publisher: Little, Brown Books for Young Readers
ISBN: 0316219304
Category : Young Adult Fiction
Languages : en
Pages : 299
Book Description
A New York Times bestseller—over one million copies sold! A National Book Award winner A Boston Globe-Horn Book Award winner Bestselling author Sherman Alexie tells the story of Junior, a budding cartoonist growing up on the Spokane Indian Reservation. Determined to take his future into his own hands, Junior leaves his troubled school on the rez to attend an all-white farm town high school where the only other Indian is the school mascot. Heartbreaking, funny, and beautifully written, The Absolutely True Diary of a Part-Time Indian, which is based on the author's own experiences, coupled with poignant drawings by Ellen Forney that reflect the character's art, chronicles the contemporary adolescence of one Native American boy as he attempts to break away from the life he was destined to live. With a forward by Markus Zusak, interviews with Sherman Alexie and Ellen Forney, and black-and-white interior art throughout, this edition is perfect for fans and collectors alike.
Publisher: Little, Brown Books for Young Readers
ISBN: 0316219304
Category : Young Adult Fiction
Languages : en
Pages : 299
Book Description
A New York Times bestseller—over one million copies sold! A National Book Award winner A Boston Globe-Horn Book Award winner Bestselling author Sherman Alexie tells the story of Junior, a budding cartoonist growing up on the Spokane Indian Reservation. Determined to take his future into his own hands, Junior leaves his troubled school on the rez to attend an all-white farm town high school where the only other Indian is the school mascot. Heartbreaking, funny, and beautifully written, The Absolutely True Diary of a Part-Time Indian, which is based on the author's own experiences, coupled with poignant drawings by Ellen Forney that reflect the character's art, chronicles the contemporary adolescence of one Native American boy as he attempts to break away from the life he was destined to live. With a forward by Markus Zusak, interviews with Sherman Alexie and Ellen Forney, and black-and-white interior art throughout, this edition is perfect for fans and collectors alike.
Half-real
Author: Jesper Juul
Publisher: MIT Press (MA)
ISBN:
Category : Computers
Languages : en
Pages : 256
Book Description
Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
Publisher: MIT Press (MA)
ISBN:
Category : Computers
Languages : en
Pages : 256
Book Description
Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
The Half That's Never Been Told
Author: Doctor Dread
Publisher: Akashic Books
ISBN: 1617752908
Category : Biography & Autobiography
Languages : en
Pages : 274
Book Description
A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.
Publisher: Akashic Books
ISBN: 1617752908
Category : Biography & Autobiography
Languages : en
Pages : 274
Book Description
A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.
Level Up Your Classroom
Author: Jonathan Cassie
Publisher: ASCD
ISBN: 1416622055
Category : Education
Languages : en
Pages : 195
Book Description
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Publisher: ASCD
ISBN: 1416622055
Category : Education
Languages : en
Pages : 195
Book Description
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Hyperbole and a Half
Author: Allie Brosh
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 288
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 288
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
Improvise for Real
Author: David Reed
Publisher:
ISBN: 9780984686360
Category :
Languages : en
Pages : 260
Book Description
Improvise for Real is a step-by-step method that teaches you to improvise your own music through progressive exercises that anyone can do. You'll learn to understand the sounds in the music all around you. And you'll learn to express your own musical ideas exactly as you hear them in your mind. The method starts with very simple creative exercises that you can begin right away. As you progress, the method leads you on a guided tour through the entire world of modern harmony. You will be improvising your own original melodies from the very first day, and your knowledge will expand with each practice session as you explore and discover our musical system for yourself. Improvise for Real brings together creativity, ear training, music theory and physical technique into a single creative daily practice that will show you the entire path to improvisation mastery. You will learn to understand the sounds in the music all around you and to improvise with confidence over jazz standards, blues songs, pop music or any other style you would like to play. And you'll be jamming, enjoying yourself and creating your own music every step of the way. The method is open to all instruments and ability levels. The exercises are easy to understand and fun to practice. There is no sight reading required, and you don't need to know anything about music theory to begin. Already being used by both students and teachers in more than 20 countries, Improvise for Real is now considered by many people to be the definitive system for learning to improvise. If you have always dreamed of truly understanding music and being able to improvise with complete freedom on your instrument, this is the book for you
Publisher:
ISBN: 9780984686360
Category :
Languages : en
Pages : 260
Book Description
Improvise for Real is a step-by-step method that teaches you to improvise your own music through progressive exercises that anyone can do. You'll learn to understand the sounds in the music all around you. And you'll learn to express your own musical ideas exactly as you hear them in your mind. The method starts with very simple creative exercises that you can begin right away. As you progress, the method leads you on a guided tour through the entire world of modern harmony. You will be improvising your own original melodies from the very first day, and your knowledge will expand with each practice session as you explore and discover our musical system for yourself. Improvise for Real brings together creativity, ear training, music theory and physical technique into a single creative daily practice that will show you the entire path to improvisation mastery. You will learn to understand the sounds in the music all around you and to improvise with confidence over jazz standards, blues songs, pop music or any other style you would like to play. And you'll be jamming, enjoying yourself and creating your own music every step of the way. The method is open to all instruments and ability levels. The exercises are easy to understand and fun to practice. There is no sight reading required, and you don't need to know anything about music theory to begin. Already being used by both students and teachers in more than 20 countries, Improvise for Real is now considered by many people to be the definitive system for learning to improvise. If you have always dreamed of truly understanding music and being able to improvise with complete freedom on your instrument, this is the book for you
The Dark Half
Author: Stephen King
Publisher: Simon and Schuster
ISBN: 1501144197
Category : Fiction
Languages : en
Pages : 528
Book Description
Set in the fictional town of Castle Rock, Maine A "wondrously frightening" (Publishers Weekly) tale of terror and #1 national bestseller about a writer's pseudonym that comes alive and destroys everyone on the path that leads to the man who created him. Thad Beaumont is a writer, and for a dozen years he has secretly published violent bestsellers under the name of George Stark. But Thad is a healthier and happier man now, the father of infant twins, and starting to write as himself again. He no longer needs George Stark and so, with nationwide publicity, the pseudonym is retired. But George Stark won't go willingly. And now Thad would like to say he is innocent. He'd like to say he has nothing to do with the twisted imagination that produced his bestselling novels. He'd like to say he has nothing to do with the series of monstrous murders that keep coming closer to his home. But how can Thad deny the ultimate embodiment of evil that goes by the name he gave it--and signs its crimes with Thad's bloody fingerprints? The Dark Half is "a chiller" (The New York Times Book Review), so real and fascinating that you'll find yourself squirming in Stephen King's heart-stopping, blood-curdling grip--and loving every minute of it.
Publisher: Simon and Schuster
ISBN: 1501144197
Category : Fiction
Languages : en
Pages : 528
Book Description
Set in the fictional town of Castle Rock, Maine A "wondrously frightening" (Publishers Weekly) tale of terror and #1 national bestseller about a writer's pseudonym that comes alive and destroys everyone on the path that leads to the man who created him. Thad Beaumont is a writer, and for a dozen years he has secretly published violent bestsellers under the name of George Stark. But Thad is a healthier and happier man now, the father of infant twins, and starting to write as himself again. He no longer needs George Stark and so, with nationwide publicity, the pseudonym is retired. But George Stark won't go willingly. And now Thad would like to say he is innocent. He'd like to say he has nothing to do with the twisted imagination that produced his bestselling novels. He'd like to say he has nothing to do with the series of monstrous murders that keep coming closer to his home. But how can Thad deny the ultimate embodiment of evil that goes by the name he gave it--and signs its crimes with Thad's bloody fingerprints? The Dark Half is "a chiller" (The New York Times Book Review), so real and fascinating that you'll find yourself squirming in Stephen King's heart-stopping, blood-curdling grip--and loving every minute of it.
A Multimodal Approach to Video Games and the Player Experience
Author: Weimin Toh
Publisher: Routledge
ISBN: 135118475X
Category : Language Arts & Disciplines
Languages : en
Pages : 241
Book Description
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Publisher: Routledge
ISBN: 135118475X
Category : Language Arts & Disciplines
Languages : en
Pages : 241
Book Description
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Half the Sky
Author: Nicholas D. Kristof
Publisher: Vintage
ISBN: 0307387097
Category : Political Science
Languages : en
Pages : 322
Book Description
#1 NATIONAL BESTSELLER • A passionate call to arms against our era’s most pervasive human rights violation—the oppression of women and girls in the developing world. From the bestselling authors of Tightrope, two of our most fiercely moral voices With Pulitzer Prize winners Nicholas D. Kristof and Sheryl WuDunn as our guides, we undertake an odyssey through Africa and Asia to meet the extraordinary women struggling there, among them a Cambodian teenager sold into sex slavery and an Ethiopian woman who suffered devastating injuries in childbirth. Drawing on the breadth of their combined reporting experience, Kristof and WuDunn depict our world with anger, sadness, clarity, and, ultimately, hope. They show how a little help can transform the lives of women and girls abroad. That Cambodian girl eventually escaped from her brothel and, with assistance from an aid group, built a thriving retail business that supports her family. The Ethiopian woman had her injuries repaired and in time became a surgeon. A Zimbabwean mother of five, counseled to return to school, earned her doctorate and became an expert on AIDS. Through these stories, Kristof and WuDunn help us see that the key to economic progress lies in unleashing women’s potential. They make clear how so many people have helped to do just that, and how we can each do our part. Throughout much of the world, the greatest unexploited economic resource is the female half of the population. Countries such as China have prospered precisely because they emancipated women and brought them into the formal economy. Unleashing that process globally is not only the right thing to do; it’s also the best strategy for fighting poverty. Deeply felt, pragmatic, and inspirational, Half the Sky is essential reading for every global citizen.
Publisher: Vintage
ISBN: 0307387097
Category : Political Science
Languages : en
Pages : 322
Book Description
#1 NATIONAL BESTSELLER • A passionate call to arms against our era’s most pervasive human rights violation—the oppression of women and girls in the developing world. From the bestselling authors of Tightrope, two of our most fiercely moral voices With Pulitzer Prize winners Nicholas D. Kristof and Sheryl WuDunn as our guides, we undertake an odyssey through Africa and Asia to meet the extraordinary women struggling there, among them a Cambodian teenager sold into sex slavery and an Ethiopian woman who suffered devastating injuries in childbirth. Drawing on the breadth of their combined reporting experience, Kristof and WuDunn depict our world with anger, sadness, clarity, and, ultimately, hope. They show how a little help can transform the lives of women and girls abroad. That Cambodian girl eventually escaped from her brothel and, with assistance from an aid group, built a thriving retail business that supports her family. The Ethiopian woman had her injuries repaired and in time became a surgeon. A Zimbabwean mother of five, counseled to return to school, earned her doctorate and became an expert on AIDS. Through these stories, Kristof and WuDunn help us see that the key to economic progress lies in unleashing women’s potential. They make clear how so many people have helped to do just that, and how we can each do our part. Throughout much of the world, the greatest unexploited economic resource is the female half of the population. Countries such as China have prospered precisely because they emancipated women and brought them into the formal economy. Unleashing that process globally is not only the right thing to do; it’s also the best strategy for fighting poverty. Deeply felt, pragmatic, and inspirational, Half the Sky is essential reading for every global citizen.