The Breaking Game

The Breaking Game PDF Author: Scott Charles
Publisher: Yellow Morning Press
ISBN: 1736152173
Category : Juvenile Fiction
Languages : en
Pages : 189

Book Description
The Hunger Games meets Goosebumps in this chilling Creeptown adventure! After a crunching tackle sees 12-year-old Rebecca red-carded from her soccer vacation, she’s sent to a mysterious camp for America’s most vicious and brutal young athletes. “I’m not a monster!” says Rebecca. But the camp's savage new owner just might be… Don't miss the fast-paced horror series kids are screaming about! Creeptown books combine fast plots, lovable characters and shocking late twists; perfect for fans of R.L. Stine’s Goosebumps series. Can you predict how the story will end?

Breaking the Game

Breaking the Game PDF Author: Kenji Matsumoto
Publisher: CreateSpace
ISBN: 9781505583281
Category :
Languages : en
Pages : 198

Book Description
Written by one of the best Scrabble players in the world, Breaking the Game delves into Scrabble like you've never seen before. Whether you are a new player who wants to beat your friends and family, an avid word lover who wants to know about Scrabble, an avid game player who wants to pick up the game, or an experienced Scrabble master, Breaking the Game can help anyone become a better Scrabble player. Breaking the Game covers basic Scrabble concepts (such as anagramming and board vision) to more complex concepts such as leaves, fishing, setups, and endgame. While it describes these concepts at a high level, it is written simply, at a level that anyone can understand! This book will become a reference for any Scrabble enthusiast that they can come back to time and time again!

FGTeeV: Game Break!

FGTeeV: Game Break! PDF Author: FGTeeV
Publisher: Harperalley
ISBN: 9780063092983
Category :
Languages : en
Pages : 128

Book Description
New York Times bestselling author and YouTube family gaming sensation FGTeeV need YOU. Help them to victory by gaming your way through 128 pages of fun-filled, full-color activities! Join YouTube sensation FGTeeV as they game their way to victory! Help them fight their way through mazes, unscramble the word searches, and break into the game with these awesome activities. Featuring all your favorite characters from FGTeeV, this book promises hours of adventure, with connect-the-dots, spot-the-differences, word scrambles, and much, much more. This full-color paperback standalone activity book features all of your favorite FGTeeV characters while putting you in the center of the adventure! Go on an laugh-filled journey with FGTeeV, one of the most popular YouTubers in the world with more than 18 MILLION subscribers!

Breaking Into the Game Industry

Breaking Into the Game Industry PDF Author: Brenda Brathwaite
Publisher: Course Technology
ISBN: 9781435458048
Category : Computer games industry
Languages : en
Pages : 0

Book Description
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.

Quantum Break: Zero State

Quantum Break: Zero State PDF Author: Cam Rogers
Publisher: Macmillan + ORM
ISBN: 0765391619
Category : Fiction
Languages : en
Pages : 355

Book Description
From Remedy Entertainment, the masters of cinematic action games such as Max Payne and Alan Wake, comes a gripping novelization of this time-amplified suspenseful blockbuster. The Quantum Break experience is part game, part show—where decisions in one dramatically affect the other. Both experiences share the same incredible cast of actors who have played leading roles in Lost, X-Men, Game of Thrones and more. The novel, Quantum Break: Zero State, is the story of the game’s hero, Jack Joyce, who, with his newly gained superpowers, fights the nefarious Monarch corporation to stop the end of time. Epic moments of destruction, frozen in chaotic “time stutters,” become playgrounds for intense combat and gripping story. The novel greatly expands on the game’s narrative, offering intriguing new timelines and characters to explore! At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Women in Game Development

Women in Game Development PDF Author: Jennifer Brandes Hepler
Publisher: CRC Press
ISBN: 1000007774
Category : Computers
Languages : en
Pages : 317

Book Description
Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry’s worst harassment... and kept on going.

Breaking Away

Breaking Away PDF Author: Tim Gregg
Publisher: Texas A&M University Press
ISBN: 1648430422
Category : Education
Languages : en
Pages : 376

Book Description
One of the largest higher education networks in the United States, the Texas A&M University System, with a budget of some $6.3 billion, educates more than 150,000 students annually through its flagship campus in College Station and across its ten other member universities. Since 2011, the Texas A&M System has been under the leadership of John Sharp, former Texas Comptroller of Public Accounts and a member of the Fightin’ Texas Aggie Class of 1972. In Breaking Away: How the Texas A&M University System Changed the Game, author Tim Gregg chronicles the last ten years of the Texas A&M System. Though A&M’s decision to exit the Big 12 and join the SEC preceded Sharp’s tenure as chancellor, in many ways it foreshadowed the decisive steps that placed the Texas A&M University System at the forefront of multiple initiatives. Sharp’s and the Regents’ leadership set a new course for achievement throughout the System’s institutions and agencies. As Gregg shows, the last ten years have seen advances in emergency management, research funding, extension work, and other enterprises benefiting not only the university system but the entire state. Based on hours of interviews with an array of key participants from across the Texas A&M System and a host of former students and other stakeholders associated with Texas A&M, Gregg has assembled a highly readable account of a pivotal time. Including a foreword by Henry Cisneros, former secretary of housing and urban development, Breaking Away is replete with little-known stories from behind the scenes as well as major developments in the recent history of the System under Chancellor Sharp’s leadership, telling an important story about one of the nation’s leading higher education and public service networks.

Reality Is Broken

Reality Is Broken PDF 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.

The Reality Game

The Reality Game PDF Author: Samuel Woolley
Publisher: PublicAffairs
ISBN: 1541768248
Category : Computers
Languages : en
Pages : 272

Book Description
Fake news posts and Twitter trolls were just the beginning. What will happen when misinformation moves from our social media feeds into our everyday lives? Online disinformation stormed our political process in 2016 and has only worsened since. Yet as Samuel Woolley shows in this urgent book, it may pale in comparison to what's to come: humanlike automated voice systems, machine learning, "deepfake" AI-edited videos and images, interactive memes, virtual reality, and more. These technologies have the power not just to manipulate our politics, but to make us doubt our eyes and ears and even feelings. Deeply researched and compellingly written, The Reality Game describes the profound impact these technologies will have on our lives. Each new invention built without regard for its consequences edges us further into this digital dystopia. Yet Woolley does not despair. Instead, he argues pointedly for a new culture of innovation, one built around accountability and especially transparency. With social media dragging us into a never-ending culture war, we must learn to stop fighting and instead prevent future manipulation. This book shows how we can use our new tools not to control people but to empower them.

Metagaming

Metagaming PDF Author: Stephanie Boluk
Publisher: U of Minnesota Press
ISBN: 145295416X
Category : Games & Activities
Languages : en
Pages : 413

Book Description
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.