Author: Patti M. Valkenburg
Publisher: Yale University Press
ISBN: 0300218877
Category : Psychology
Languages : en
Pages : 341
Book Description
Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z
Plugged in
Author: Patti M. Valkenburg
Publisher: Yale University Press
ISBN: 0300218877
Category : Psychology
Languages : en
Pages : 341
Book Description
Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z
Publisher: Yale University Press
ISBN: 0300218877
Category : Psychology
Languages : en
Pages : 341
Book Description
Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Reading Wonders Leveled Reader Team Robot Ninja: On-Level Unit 4 Week 5 Grade 6
Author: McGraw Hill
Publisher:
ISBN: 9780021186587
Category :
Languages : en
Pages : 0
Book Description
Differentiate text for: Approaching-one grade below, On-Level-at grade level Beyond- one grade above, ELL-English Language Learners. Each reader features a main selection accompanied by a paired piece with the same theme. Nonfiction titles are differentiated in readability but identical in design. Excite students with myths, legends, folktales, informational texts, and many more genres.
Publisher:
ISBN: 9780021186587
Category :
Languages : en
Pages : 0
Book Description
Differentiate text for: Approaching-one grade below, On-Level-at grade level Beyond- one grade above, ELL-English Language Learners. Each reader features a main selection accompanied by a paired piece with the same theme. Nonfiction titles are differentiated in readability but identical in design. Excite students with myths, legends, folktales, informational texts, and many more genres.
Actionable Gamification
Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500
Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500
Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Game Architecture and Design
Author: Andrew Rollings
Publisher: New Riders Publishing
ISBN: 9780735713635
Category : Computers
Languages : en
Pages : 964
Book Description
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Publisher: New Riders Publishing
ISBN: 9780735713635
Category : Computers
Languages : en
Pages : 964
Book Description
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
The Red Circle
Author: Brandon Webb
Publisher: St. Martin's Press
ISBN: 1250018404
Category : Biography & Autobiography
Languages : en
Pages : 444
Book Description
Explosive, revealing, and intelligent, The Red Circle provides a uniquely personal glimpse into one of the most challenging and secretive military training courses in the world. Now including an excerpt from The Killing School: Inside the World's Deadliest Sniper Program BEFORE HE COULD FORGE A BAND OF ELITE WARRIORS... HE HAD TO BECOME ONE HIMSELF. Brandon Webb's experiences in the world's most elite sniper corps are the stuff of legend. From his grueling years of training in Naval Special Operations to his combat tours in the Persian Gulf and Afghanistan, The Red Circle provides a rare and riveting look at the inner workings of the U.S. military through the eyes of a covert operations specialist. Yet it is Webb's distinguished second career as a lead instructor for the shadowy "sniper cell" and Course Manager of the Navy SEAL Sniper Program that trained some of America's finest and deadliest warriors-including Marcus Luttrell and Chris Kyle-that makes his story so compelling. Luttrell credits Webb's training with his own survival during the ill-fated 2005 Operation Redwing in Afghanistan. Kyle went on to become the U.S. military's top marksman, with more than 150 confirmed kills. From a candid chronicle of his student days, going through the sniper course himself, to his hair-raising close calls with Taliban and al Qaeda forces in the northern Afghanistan wilderness, to his vivid account of designing new sniper standards and training some of the most accomplished snipers of the twenty-first century, Webb provides a rare look at the making of the Special Operations warriors who are at the forefront of today's military.
Publisher: St. Martin's Press
ISBN: 1250018404
Category : Biography & Autobiography
Languages : en
Pages : 444
Book Description
Explosive, revealing, and intelligent, The Red Circle provides a uniquely personal glimpse into one of the most challenging and secretive military training courses in the world. Now including an excerpt from The Killing School: Inside the World's Deadliest Sniper Program BEFORE HE COULD FORGE A BAND OF ELITE WARRIORS... HE HAD TO BECOME ONE HIMSELF. Brandon Webb's experiences in the world's most elite sniper corps are the stuff of legend. From his grueling years of training in Naval Special Operations to his combat tours in the Persian Gulf and Afghanistan, The Red Circle provides a rare and riveting look at the inner workings of the U.S. military through the eyes of a covert operations specialist. Yet it is Webb's distinguished second career as a lead instructor for the shadowy "sniper cell" and Course Manager of the Navy SEAL Sniper Program that trained some of America's finest and deadliest warriors-including Marcus Luttrell and Chris Kyle-that makes his story so compelling. Luttrell credits Webb's training with his own survival during the ill-fated 2005 Operation Redwing in Afghanistan. Kyle went on to become the U.S. military's top marksman, with more than 150 confirmed kills. From a candid chronicle of his student days, going through the sniper course himself, to his hair-raising close calls with Taliban and al Qaeda forces in the northern Afghanistan wilderness, to his vivid account of designing new sniper standards and training some of the most accomplished snipers of the twenty-first century, Webb provides a rare look at the making of the Special Operations warriors who are at the forefront of today's military.
Hacker, Hoaxer, Whistleblower, Spy
Author: Gabriella Coleman
Publisher: Verso Books
ISBN: 1781689830
Category : Political Science
Languages : en
Pages : 497
Book Description
The ultimate book on the worldwide movement of hackers, pranksters, and activists collectively known as Anonymous—by the writer the Huffington Post says “knows all of Anonymous’ deepest, darkest secrets” “A work of anthropology that sometimes echoes a John le Carré novel.” —Wired Half a dozen years ago, anthropologist Gabriella Coleman set out to study the rise of this global phenomenon just as some of its members were turning to political protest and dangerous disruption (before Anonymous shot to fame as a key player in the battles over WikiLeaks, the Arab Spring, and Occupy Wall Street). She ended up becoming so closely connected to Anonymous that the tricky story of her inside–outside status as Anon confidante, interpreter, and erstwhile mouthpiece forms one of the themes of this witty and entirely engrossing book. The narrative brims with details unearthed from within a notoriously mysterious subculture, whose semi-legendary tricksters—such as Topiary, tflow, Anachaos, and Sabu—emerge as complex, diverse, politically and culturally sophisticated people. Propelled by years of chats and encounters with a multitude of hackers, including imprisoned activist Jeremy Hammond and the double agent who helped put him away, Hector Monsegur, Hacker, Hoaxer, Whistleblower, Spy is filled with insights into the meaning of digital activism and little understood facets of culture in the Internet age, including the history of “trolling,” the ethics and metaphysics of hacking, and the origins and manifold meanings of “the lulz.”
Publisher: Verso Books
ISBN: 1781689830
Category : Political Science
Languages : en
Pages : 497
Book Description
The ultimate book on the worldwide movement of hackers, pranksters, and activists collectively known as Anonymous—by the writer the Huffington Post says “knows all of Anonymous’ deepest, darkest secrets” “A work of anthropology that sometimes echoes a John le Carré novel.” —Wired Half a dozen years ago, anthropologist Gabriella Coleman set out to study the rise of this global phenomenon just as some of its members were turning to political protest and dangerous disruption (before Anonymous shot to fame as a key player in the battles over WikiLeaks, the Arab Spring, and Occupy Wall Street). She ended up becoming so closely connected to Anonymous that the tricky story of her inside–outside status as Anon confidante, interpreter, and erstwhile mouthpiece forms one of the themes of this witty and entirely engrossing book. The narrative brims with details unearthed from within a notoriously mysterious subculture, whose semi-legendary tricksters—such as Topiary, tflow, Anachaos, and Sabu—emerge as complex, diverse, politically and culturally sophisticated people. Propelled by years of chats and encounters with a multitude of hackers, including imprisoned activist Jeremy Hammond and the double agent who helped put him away, Hector Monsegur, Hacker, Hoaxer, Whistleblower, Spy is filled with insights into the meaning of digital activism and little understood facets of culture in the Internet age, including the history of “trolling,” the ethics and metaphysics of hacking, and the origins and manifold meanings of “the lulz.”
Pattern Recognition
Author: William Gibson
Publisher: Penguin UK
ISBN: 0141904461
Category : Fiction
Languages : en
Pages : 419
Book Description
'Part-detective story, part-cultural snapshot . . . all bound by Gibson's pin-sharp prose' Arena -------------- THE FIRST NOVEL IN THE BLUE ANT TRILIOGY - READ ZERO HISTORY AND SPOOK COUNTRY FOR MORE Cayce Pollard has a new job. She's been offered a special project: track down the makers of an addictive online film that's lighting up the internet. Hunting the source will take her to Tokyo and Moscow and put her in the sights of Japanese hackers and Russian Mafia. She's up against those who want to control the film, to own it - who figure breaking the law is just another business strategy. The kind of people who relish turning the hunter into the hunted . . . A gripping spy thriller by William Gibson, bestselling author of Neuromancer. Part prophesy, part satire, Pattern Recognition skewers the absurdity of modern life with the lightest and most engaging of touches. Readers of Neal Stephenson, Ray Bradbury and Iain M. Banks won't be able to put this book down. -------------- 'Fast, witty and cleverly politicized' Guardian 'A big novel, full of bold ideas . . . races along like an expert thriller' GQ 'Dangerously hip. Its dialogue and characterization will amaze you. A wonderfully detailed, reckless journey of espionage and lies' USA Today 'A compelling, humane story with a sympathetic heroine searching for meaning and consolation in a post-everything world' Daily Telegraph 'Electric, profound. Gibson's descriptions of Tokyo, Russia and London are surreally spot-on' Financial Times
Publisher: Penguin UK
ISBN: 0141904461
Category : Fiction
Languages : en
Pages : 419
Book Description
'Part-detective story, part-cultural snapshot . . . all bound by Gibson's pin-sharp prose' Arena -------------- THE FIRST NOVEL IN THE BLUE ANT TRILIOGY - READ ZERO HISTORY AND SPOOK COUNTRY FOR MORE Cayce Pollard has a new job. She's been offered a special project: track down the makers of an addictive online film that's lighting up the internet. Hunting the source will take her to Tokyo and Moscow and put her in the sights of Japanese hackers and Russian Mafia. She's up against those who want to control the film, to own it - who figure breaking the law is just another business strategy. The kind of people who relish turning the hunter into the hunted . . . A gripping spy thriller by William Gibson, bestselling author of Neuromancer. Part prophesy, part satire, Pattern Recognition skewers the absurdity of modern life with the lightest and most engaging of touches. Readers of Neal Stephenson, Ray Bradbury and Iain M. Banks won't be able to put this book down. -------------- 'Fast, witty and cleverly politicized' Guardian 'A big novel, full of bold ideas . . . races along like an expert thriller' GQ 'Dangerously hip. Its dialogue and characterization will amaze you. A wonderfully detailed, reckless journey of espionage and lies' USA Today 'A compelling, humane story with a sympathetic heroine searching for meaning and consolation in a post-everything world' Daily Telegraph 'Electric, profound. Gibson's descriptions of Tokyo, Russia and London are surreally spot-on' Financial Times
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Dark Ecology
Author: Timothy Morton
Publisher: Columbia University Press
ISBN: 0231541368
Category : Philosophy
Languages : en
Pages : 257
Book Description
Timothy Morton argues that ecological awareness in the present Anthropocene era takes the form of a strange loop or Möbius strip, twisted to have only one side. Deckard travels this oedipal path in Blade Runner (1982) when he learns that he might be the enemy he has been ordered to pursue. Ecological awareness takes this shape because ecological phenomena have a loop form that is also fundamental to the structure of how things are. The logistics of agricultural society resulted in global warming and hardwired dangerous ideas about life-forms into the human mind. Dark ecology puts us in an uncanny position of radical self-knowledge, illuminating our place in the biosphere and our belonging to a species in a sense that is far less obvious than we like to think. Morton explores the logical foundations of the ecological crisis, which is suffused with the melancholy and negativity of coexistence yet evolving, as we explore its loop form, into something playful, anarchic, and comedic. His work is a skilled fusion of humanities and scientific scholarship, incorporating the theories and findings of philosophy, anthropology, literature, ecology, biology, and physics. Morton hopes to reestablish our ties to nonhuman beings and to help us rediscover the playfulness and joy that can brighten the dark, strange loop we traverse.
Publisher: Columbia University Press
ISBN: 0231541368
Category : Philosophy
Languages : en
Pages : 257
Book Description
Timothy Morton argues that ecological awareness in the present Anthropocene era takes the form of a strange loop or Möbius strip, twisted to have only one side. Deckard travels this oedipal path in Blade Runner (1982) when he learns that he might be the enemy he has been ordered to pursue. Ecological awareness takes this shape because ecological phenomena have a loop form that is also fundamental to the structure of how things are. The logistics of agricultural society resulted in global warming and hardwired dangerous ideas about life-forms into the human mind. Dark ecology puts us in an uncanny position of radical self-knowledge, illuminating our place in the biosphere and our belonging to a species in a sense that is far less obvious than we like to think. Morton explores the logical foundations of the ecological crisis, which is suffused with the melancholy and negativity of coexistence yet evolving, as we explore its loop form, into something playful, anarchic, and comedic. His work is a skilled fusion of humanities and scientific scholarship, incorporating the theories and findings of philosophy, anthropology, literature, ecology, biology, and physics. Morton hopes to reestablish our ties to nonhuman beings and to help us rediscover the playfulness and joy that can brighten the dark, strange loop we traverse.