Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
It's All a Game
Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Game Time
Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
It's Only a Game
Author: Terry Bradshaw
Publisher: Simon and Schuster
ISBN: 0743424336
Category : Biography & Autobiography
Languages : en
Pages : 266
Book Description
This is the absolutely guaranteed 100% mostly true story of Terry Bradshaw: the man who gained sports immortality as the first quarterback to win four Super Bowls -- and the man who later became America's most popular sports broadcaster. IT'S ONLY A GAME "I had a real job once," begins a memoir as honest, unexpected, and downright hysterical as Bradshaw himself. From his humble beginnings in Shreveport, Louisiana, to his success as the centerpiece of the highest-rated football studio show in television history, Terry has always understood the importance of hard work. A veritable jack-of-all-trades, he has probably held more jobs than any other football Hall of Famer ever: pipeline worker, youth minister, professional singer, actor, television and radio talk show host, and now one of the nation's most popular speakers. But let's not forget one of the reasons why so many people know and love Terry Bradshaw: he won four Super Bowls! In It's Only A Game, Terry brings the reader right into the huddle and describes the game from the bottom of a two-ton pile to the top of the sports world. You'll sit right on the fifty-yard line and watch as Terry earns the title world's greatest benchwarmer. And you'll also hear about the single greatest play in pro football -- the Immaculate Reception -- as he never saw it. It's Only A Game is much more than a collection of Terry Bradshaw's favorite and funniest stories, it is the personal account of a great man's search for life before and after football...as only Terry could tell it.
Publisher: Simon and Schuster
ISBN: 0743424336
Category : Biography & Autobiography
Languages : en
Pages : 266
Book Description
This is the absolutely guaranteed 100% mostly true story of Terry Bradshaw: the man who gained sports immortality as the first quarterback to win four Super Bowls -- and the man who later became America's most popular sports broadcaster. IT'S ONLY A GAME "I had a real job once," begins a memoir as honest, unexpected, and downright hysterical as Bradshaw himself. From his humble beginnings in Shreveport, Louisiana, to his success as the centerpiece of the highest-rated football studio show in television history, Terry has always understood the importance of hard work. A veritable jack-of-all-trades, he has probably held more jobs than any other football Hall of Famer ever: pipeline worker, youth minister, professional singer, actor, television and radio talk show host, and now one of the nation's most popular speakers. But let's not forget one of the reasons why so many people know and love Terry Bradshaw: he won four Super Bowls! In It's Only A Game, Terry brings the reader right into the huddle and describes the game from the bottom of a two-ton pile to the top of the sports world. You'll sit right on the fifty-yard line and watch as Terry earns the title world's greatest benchwarmer. And you'll also hear about the single greatest play in pro football -- the Immaculate Reception -- as he never saw it. It's Only A Game is much more than a collection of Terry Bradshaw's favorite and funniest stories, it is the personal account of a great man's search for life before and after football...as only Terry could tell it.
It's How You Play the Game
Author: Brian Kilmeade
Publisher: Harper Collins
ISBN: 0061745529
Category : Humor
Languages : en
Pages : 362
Book Description
“It’s How You Play the Game tells us what [athletes] were looking for when they started and what they found.” — Teddy Atlas, boxing trainer and commentator “Really gets at the heart of what sports is all about. ...Great read for anyone who ever played a sporyt.” — Tommy Lasorda, former Los Angeles Dodgers manager “I’ve watched many great players, but this is the first book that shows me how they became great people. ” — Joe Buck, Fox Sports “Brian does a masterful job laying out the values that have made America great.” — Gen. Tommy R. Franks, U.S. Army (Retired) “This is essential reading for sports fans and sports parents everywhere.” — Rick Wolff, host, “The Sports Edge” WFAN Radio “It’s How You Play the Game is a great read—insightful and well written.” — Donald J. Trump “...Humanizes our icons in a way that makes their success seem achievable and their life lessons invaluable.” — Jake Steinfeld, Chairman & CEO, Body by Jake Global “Helps to understand the value of sports and how it prepares you to deal with the stresses of everyday life.” — Bob Ferraro, President of the National High School Coaches Association “Like having a library of motivational books by successful people...a book you’ll refer to the rest of your life.” — Lou Holtz, former college football coach “This book taught me more about some of my favorite leaders than any profile of them I had ever read...” — Don Yaeger, Sports Illustrated writer, New York Times bestselling author
Publisher: Harper Collins
ISBN: 0061745529
Category : Humor
Languages : en
Pages : 362
Book Description
“It’s How You Play the Game tells us what [athletes] were looking for when they started and what they found.” — Teddy Atlas, boxing trainer and commentator “Really gets at the heart of what sports is all about. ...Great read for anyone who ever played a sporyt.” — Tommy Lasorda, former Los Angeles Dodgers manager “I’ve watched many great players, but this is the first book that shows me how they became great people. ” — Joe Buck, Fox Sports “Brian does a masterful job laying out the values that have made America great.” — Gen. Tommy R. Franks, U.S. Army (Retired) “This is essential reading for sports fans and sports parents everywhere.” — Rick Wolff, host, “The Sports Edge” WFAN Radio “It’s How You Play the Game is a great read—insightful and well written.” — Donald J. Trump “...Humanizes our icons in a way that makes their success seem achievable and their life lessons invaluable.” — Jake Steinfeld, Chairman & CEO, Body by Jake Global “Helps to understand the value of sports and how it prepares you to deal with the stresses of everyday life.” — Bob Ferraro, President of the National High School Coaches Association “Like having a library of motivational books by successful people...a book you’ll refer to the rest of your life.” — Lou Holtz, former college football coach “This book taught me more about some of my favorite leaders than any profile of them I had ever read...” — Don Yaeger, Sports Illustrated writer, New York Times bestselling author
Costume Quest
Author: Zac Gorman
Publisher: Oni Press
ISBN: 9781620101902
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Hot on the heels of the freshly announced video game COSTUME QUEST 2, Oni Press presents an adorable Halloween-themed graphic novel from Double Fine Productions (BROKE AGE, PSYCHONAUTS) and comics superstar Zac Gorman (MAGIC GAME TIME)! Klem and his pals aren't the most popular Grubbins in candy-starved Repugia, but Klem's hoping that will change once he brings a hoard of candy back from the human world. After all, it's Halloween, so there's candy everywhere! Unfortunately, there're also bullies everywhere, ready to steal all of Klem's sweet, sweet loot. Will he and his friends make it out alive, or are they doomed to an eternity of sugar-free torment?
Publisher: Oni Press
ISBN: 9781620101902
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Hot on the heels of the freshly announced video game COSTUME QUEST 2, Oni Press presents an adorable Halloween-themed graphic novel from Double Fine Productions (BROKE AGE, PSYCHONAUTS) and comics superstar Zac Gorman (MAGIC GAME TIME)! Klem and his pals aren't the most popular Grubbins in candy-starved Repugia, but Klem's hoping that will change once he brings a hoard of candy back from the human world. After all, it's Halloween, so there's candy everywhere! Unfortunately, there're also bullies everywhere, ready to steal all of Klem's sweet, sweet loot. Will he and his friends make it out alive, or are they doomed to an eternity of sugar-free torment?
Game On!
Author: Kevin Bell
Publisher: JHU Press
ISBN: 1421423960
Category : Education
Languages : en
Pages : 217
Book Description
"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--
Publisher: JHU Press
ISBN: 1421423960
Category : Education
Languages : en
Pages : 217
Book Description
"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--
StarCraft
Author: Simon Dor
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165
Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165
Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.
The Great Mental Models, Volume 1
Author: Shane Parrish
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Let’s Get It!
Author: Kristoffer E. Doura
Publisher: Morgan James Publishing
ISBN: 1631958941
Category : Business & Economics
Languages : en
Pages : 141
Book Description
Written as a response to nonprofit organizations’ inability to provide resources to their existing business models during the Covid-19 pandemic, Let’s Get It! pairs the essential role of sustainability with Kristoffer E. Doura’s unique business approach and point of view. Let’s Get It! contains golden nuggets of business and financial expertise for professionals who want to build and grow their nonprofit organizations. Kristoffer E. Doura’s depicts his transition from a professional athlete who faced a near-death experience to a financial professional who fully embraced his second chance at life and sought to make a more significant impact. Doura shows how his approach, used to overcome the trial and tribulations of his professional football career, can be applied to the development of a nonprofit organization’s goals and structure. He explains how leaders and philanthropists should take risks and face challenges directly, in order to reap the greatest benefits and insight. Let’s Get It! is for those seeking to improve the culture of a nonprofit organization through sustainability and increased access to resources.
Publisher: Morgan James Publishing
ISBN: 1631958941
Category : Business & Economics
Languages : en
Pages : 141
Book Description
Written as a response to nonprofit organizations’ inability to provide resources to their existing business models during the Covid-19 pandemic, Let’s Get It! pairs the essential role of sustainability with Kristoffer E. Doura’s unique business approach and point of view. Let’s Get It! contains golden nuggets of business and financial expertise for professionals who want to build and grow their nonprofit organizations. Kristoffer E. Doura’s depicts his transition from a professional athlete who faced a near-death experience to a financial professional who fully embraced his second chance at life and sought to make a more significant impact. Doura shows how his approach, used to overcome the trial and tribulations of his professional football career, can be applied to the development of a nonprofit organization’s goals and structure. He explains how leaders and philanthropists should take risks and face challenges directly, in order to reap the greatest benefits and insight. Let’s Get It! is for those seeking to improve the culture of a nonprofit organization through sustainability and increased access to resources.
It's a Numbers Game! Basketball
Author: James Buckley (Jr.)
Publisher:
ISBN: 1426336896
Category : Basketball
Languages : en
Pages : 132
Book Description
"Math information for kids while learning about basketball"--
Publisher:
ISBN: 1426336896
Category : Basketball
Languages : en
Pages : 132
Book Description
"Math information for kids while learning about basketball"--