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Author: MidGard Publisher: WWW.WEBNOVEL.COM (Cloudary Holdings Limited) ISBN: Category : Computers Languages : en Pages : 749
Book Description
Welcome to Supremacy Games! The greatest entertainment platform in the universe that was created specifically to entertain and ease the boredom of the commoners all around the universe. The platform was made out of tens of formats, each containing hundreds of deadly games that allowed the use of elemental abilities. Sports format had games, like football, rugby, track running, and many more of such sports. Battles format had games, like battle royals, bounty hunt, points collection...etc There was even a lifestyle competition format, that had games like potion concoctions, fishing...etc. As long as a game was well received by the spectators, it would be added to the Supremacy Games platform. The Universal Virtual Reality that had 100% realism, made it easy for those games to be hosted inside it, and watched on a daily basis by every spectator in the universe. Whether live by entering the UVR and attending the stadiums, or through a live stream. Felix Maxwell was just an average joe, who wasn't really a popular player nor had a fanbase to support him in the games. He was just like the majority of the players. Add on, whose role was to make famous players shine even brighter. However, his fate was completely changed after joining a clan mission with 54 other clanmates. The mission was completed successfully. But, on their way back to the clan, their spaceship radar picked up a large amount of energy coming from a destroyed planet. His fate flipped upside down inside that said planet. What happened exactly on it? How did he end up after leaving it? Did he even leave it in the first place? ........... PS: This novel isn't a space exploration novel (Not in the first 8 volumes at least). It's mostly focused on the Universal Virtual Reality and the 'Supremacy Games' as the name implies, with some real-life situations as well of course!
Author: MidGard Publisher: WWW.WEBNOVEL.COM (Cloudary Holdings Limited) ISBN: Category : Computers Languages : en Pages : 749
Book Description
Welcome to Supremacy Games! The greatest entertainment platform in the universe that was created specifically to entertain and ease the boredom of the commoners all around the universe. The platform was made out of tens of formats, each containing hundreds of deadly games that allowed the use of elemental abilities. Sports format had games, like football, rugby, track running, and many more of such sports. Battles format had games, like battle royals, bounty hunt, points collection...etc There was even a lifestyle competition format, that had games like potion concoctions, fishing...etc. As long as a game was well received by the spectators, it would be added to the Supremacy Games platform. The Universal Virtual Reality that had 100% realism, made it easy for those games to be hosted inside it, and watched on a daily basis by every spectator in the universe. Whether live by entering the UVR and attending the stadiums, or through a live stream. Felix Maxwell was just an average joe, who wasn't really a popular player nor had a fanbase to support him in the games. He was just like the majority of the players. Add on, whose role was to make famous players shine even brighter. However, his fate was completely changed after joining a clan mission with 54 other clanmates. The mission was completed successfully. But, on their way back to the clan, their spaceship radar picked up a large amount of energy coming from a destroyed planet. His fate flipped upside down inside that said planet. What happened exactly on it? How did he end up after leaving it? Did he even leave it in the first place? ........... PS: This novel isn't a space exploration novel (Not in the first 8 volumes at least). It's mostly focused on the Universal Virtual Reality and the 'Supremacy Games' as the name implies, with some real-life situations as well of course!
Author: MidGard Publisher: Cloudary Holdings Limited ISBN: Category : Fiction Languages : en Pages : 260
Book Description
Supremacy Games Volume 1 : Sky Pearl Island Webnovel provides the latest update of genuine supremacy games novels Felix Maxwell was destined to be a loser, born on one of the weakest races and on the least favorable of situations, he was forced to face adversity head-on as he traveled across the vast universe where dangers laid in every corner, one day traveling in hopes of riches he stumbled upon a ruin where a supreme being laid imprisoned, in a stroke of bad luck the being laid its eyes on him and tried to take over his body, forcing itself upon him. but fate hadn't given up on him! he woke up in his younger body, 20 years in the past with the fallen being trapped in his soul. In his past life he had been a loser, giving up on things mid-way and never striving for greatness, he was a side character who made the strong shine even brighter, but not on this life. he swore to himself he would strive for glory, he would take advantage of his knowledge and emerge as a supreme being!
Author: Denver Murphy Publisher: ISBN: 9781718011816 Category : Languages : en Pages : 272
Book Description
Forget The Hunger Games, The Maze Runner and Divergent. This. Could. Happen. Talk is cheap but wars are unfathomably costly. Diplomacy enters a new era where the nations of the world agree to a tournament that allows them to compete for superiority without the need for conflict. Or so they thought. To reverse their sliding ratings the organizers of the Supremacy Games allow a drastic change to the competition. A struggle for survival where death or serious injury is the likely outcome for its participants, audiences across the globe become gripped by sanctioned brutality not seen since gladiatorial Rome. But why would anyone choose to be selected? Simple: A strong performance is a source of national pride and the incentives to apply are great. The numbers that do so only encourages more, searching for personal gain in the face of overwhelming odds against them eventually representing their country. Despite producing some of the best athletes and being home to the finest minds in the world, the USA has never won the Games; a statistic almost as embarrassing as the fact that none of their representatives have ever been African-American. Martin doesn't set out to change that because, like many fit and agile 12th Graders, he enters the selection process purely in the knowledge that a good score in the preliminary physical will see him secure a better college next year. But egged on by a publicity crazed school principal, and in defiance of his mother's wishes, Martin seeks to go further into the qualification process. It isn't long before he finds that the benefits of doing so, including the blossoming relationship he develops with one of the other competitors, is more than matched by the exacted cost. Yet there are those who want Martin to succeed, not least his father who sets up a sponsorship opportunity with a group who seek to redress the apparent imbalance in the selection process and, in doing so, tackle the broader issues of racial inequality. But becoming the figurehead for a modern day civil rights movement doesn't sit well on Martin's shoulders, especially as to do so would require certain expectations of his own conduct. Would the fame and fortune of getting through to the live televised stages make the sacrifices Martin endures along the way worthwhile? Find out in this exciting first instalment of The Supremacy Games from celebrated author Denver Murphy: a real-world setting of personal and social struggle that flips this phenomenally popular genre on its head.
Author: Linda Martín Alcoff Publisher: John Wiley & Sons ISBN: 074568548X Category : Social Science Languages : en Pages : 148
Book Description
White identity is in ferment. White, European Americans living in the United States will soon share an unprecedented experience of slipping below 50% of the population. The impending demographic shifts are already felt in most urban centers and the effect is a national backlash of hyper-mobilized political, and sometimes violent, activism with a stated aim that is simultaneously vague and deadly clear: 'to take our country back.' Meanwhile the spectre of 'minority status' draws closer, and the material advantages of being born white are eroding. This is the political and cultural reality tackled by Linda Martín Alcoff in The Future of Whiteness. She argues that whiteness is here to stay, at least for a while, but that half of whites have given up on ideas of white supremacy, and the shared public, material culture is more integrated than ever. More and more, whites are becoming aware of how they appear to non-whites, both at home and abroad, and this is having profound effects on white identity in North America. The young generation of whites today, as well as all those who follow, will have never known a country in which they could take white identity as the unchallenged default that dominates the political, economic and cultural leadership. Change is on the horizon, and the most important battleground is among white people themselves. The Future of Whiteness makes no predictions but astutely analyzes the present reaction and evaluates the current signs of turmoil. Beautifully written and cogently argued, the book looks set to spark debate in the field and to illuminate an important area of racial politics.
Author: Mark Harvey Publisher: Taylor & Francis ISBN: 1000634582 Category : Political Science Languages : en Pages : 319
Book Description
This book is premised on the assumption that games and simulations provide welcome alternatives and supplements to traditional lectures and class discussions—especially in political science classrooms, where real-world circumstances provide ideal applications of theory and policy prescriptions. Implementing such an active learning program, however, is sometimes daunting to overburdened professors and teaching assistants. This book addresses the challenges of using games and simulations in the political science classroom, both online and in person. Each chapter offers a game or simulation that politics teachers can use to teach course concepts and explains ways to execute it effectively. In addition, the authors in this volume make a proactive case for games and simulations. Each chapter offers research to evaluate the effectiveness of the activity and pedagogical design best practices. Thus, the book not only serves as a game design resource, but also offers demonstrable support for using games and simulations in the political science classroom. Aimed at teachers at all levels, from high school through college, the book may be especially appealing to graduate students entering teaching for the first time and open to new teaching and learning approaches.
Author: Andrew Maraniss Publisher: Penguin ISBN: 0525514651 Category : Young Adult Nonfiction Languages : en Pages : 258
Book Description
*"Rivaling the nonfiction works of Steve Sheinkin and Daniel James Brown's The Boys in the Boat....Even readers who don't appreciate sports will find this story a page-turner." --School Library Connection, starred review *"A must for all library collections." --Booklist, starred review Winner of the 2020 AJL Sydney Taylor Honor! From the New York Times bestselling author of Strong Inside comes the remarkable true story of the birth of Olympic basketball at the 1936 Summer Games in Hitler's Germany. Perfect for fans of The Boys in the Boat and Unbroken. On a scorching hot day in July 1936, thousands of people cheered as the U.S. Olympic teams boarded the S.S. Manhattan, bound for Berlin. Among the athletes were the 14 players representing the first-ever U.S. Olympic basketball team. As thousands of supporters waved American flags on the docks, it was easy to miss the one courageous man holding a BOYCOTT NAZI GERMANY sign. But it was too late for a boycott now; the ship had already left the harbor. 1936 was a turbulent time in world history. Adolf Hitler had gained power in Germany three years earlier. Jewish people and political opponents of the Nazis were the targets of vicious mistreatment, yet were unaware of the horrors that awaited them in the coming years. But the Olympians on board the S.S. Manhattan and other international visitors wouldn't see any signs of trouble in Berlin. Streets were swept, storefronts were painted, and every German citizen greeted them with a smile. Like a movie set, it was all just a facade, meant to distract from the terrible things happening behind the scenes. This is the incredible true story of basketball, from its invention by James Naismith in Springfield, Massachusetts, in 1891, to the sport's Olympic debut in Berlin and the eclectic mix of people, events and propaganda on both sides of the Atlantic that made it all possible. Includes photos throughout, a Who's-Who of the 1936 Olympics, bibliography, and index. Praise for Games of Deception: A 2020 ALA Notable Children's Book! A 2020 CBC Notable Social Studies Book! "Maraniss does a great job of blending basketball action with the horror of Hitler's Berlin to bring this fascinating, frightening, you-can't-make-this-stuff-up moment in history to life." -Steve Sheinkin, New York Times bestselling author of Bomb and Undefeated "I was blown away by Games of Deception....It's a fascinating, fast-paced, well-reasoned, and well-written account of the hidden-in-plain-sight horrors and atrocities that underpinned sports, politics, and propaganda in the United States and Germany. This is an important read." -Susan Campbell Bartoletti, Newbery Honor winning author of Hitler Youth "A richly reported and stylishly told reminder how, when you scratch at a sports story, the real world often lurks just beneath." --Alexander Wolff, New York Times bestselling author of The Audacity of Hoop: Basketball and the Age of Obama "An insightful, gripping account of basketball and bias." --Kirkus Reviews "An exciting and overlooked slice of history." --School Library Journal
Author: Karsten Müller Publisher: SCB Distributors ISBN: 1941270972 Category : Games & Activities Languages : en Pages : 480
Book Description
Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion
Author: Peter Hopkirk Publisher: John Murray ISBN: 1848544774 Category : History Languages : en Pages : 592
Book Description
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.
Author: Publisher: ISBN: Category : Languages : en Pages : 64
Book Description
Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.