Author: Marijam Did
Publisher: Verso Books
ISBN: 1804293261
Category : Social Science
Languages : en
Pages : 289
Book Description
An insider’s account of the videogame industry telling how gaming can become a force for good Everything To Play For asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public. The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good.
Everything to Play For
Author: Marijam Did
Publisher: Verso Books
ISBN: 1804293261
Category : Social Science
Languages : en
Pages : 289
Book Description
An insider’s account of the videogame industry telling how gaming can become a force for good Everything To Play For asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public. The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good.
Publisher: Verso Books
ISBN: 1804293261
Category : Social Science
Languages : en
Pages : 289
Book Description
An insider’s account of the videogame industry telling how gaming can become a force for good Everything To Play For asks if videogames can achieve egalitarian goals instead of fuelling hyper-materialist, reactionary agendas. Combining cultural theory and materialist critiques with accessible language and personal anecdotes, industry insider Marijam Did engages both novices and seasoned connoisseurs. From the innovations of Pong and Doom to the intricate multiplayer or narrative-driven games, the author highlights the multifaceted stories of the gaming communities and the political actors who organise among them. Crucially, the focus also includes the people who make the games, shedding light on the brutal processes necessary to bring titles to the public. The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Did argues for a nuanced understanding of gaming’s influence so that this extraordinary power can be harnessed for good.
The Everything Kids' Travel Activity Book
Author: Erik A. Hanson
Publisher: Adams Media
ISBN: 9781580626415
Category : Juvenile Nonfiction
Languages : en
Pages : 144
Book Description
Do you love riding on planes, trains, and automobiles but get restless on the way? If the answer is yes, take along The Everything Kids' Travel Activity Book and you'll be there before you know it! Packed full of puzzles, activities, quizzes, and games, this book provides hours of nonstop fun that can be done alone or shared with other kids. There's cool stuff to do, like: Create your own postcard Invent a new automobile Play detective The Everything Kids' Travel Activity Book also gives you answers to all sorts of crazy questions: What makes your foot "go to sleep"? Why does your sister cough? Why do we daydream? On top of all that, you can draw caricatures, test your memory, and even keep a weather diary. The traveling fun is so endless you'll never ask "Are we there yet?" again!
Publisher: Adams Media
ISBN: 9781580626415
Category : Juvenile Nonfiction
Languages : en
Pages : 144
Book Description
Do you love riding on planes, trains, and automobiles but get restless on the way? If the answer is yes, take along The Everything Kids' Travel Activity Book and you'll be there before you know it! Packed full of puzzles, activities, quizzes, and games, this book provides hours of nonstop fun that can be done alone or shared with other kids. There's cool stuff to do, like: Create your own postcard Invent a new automobile Play detective The Everything Kids' Travel Activity Book also gives you answers to all sorts of crazy questions: What makes your foot "go to sleep"? Why does your sister cough? Why do we daydream? On top of all that, you can draw caricatures, test your memory, and even keep a weather diary. The traveling fun is so endless you'll never ask "Are we there yet?" again!
The Everything Tabletop Games Book
Author: Bebo
Publisher: Everything
ISBN: 1507210620
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
Publisher: Everything
ISBN: 1507210620
Category : Games & Activities
Languages : en
Pages : 320
Book Description
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
Get Everything Done
Author: Mark Forster
Publisher: Hodder & Stoughton
ISBN: 1444718444
Category : Self-Help
Languages : en
Pages : 142
Book Description
Time is what our lives are made of. Failure to use it properly is disastrous. Yet most books on time management don't work because they take little account of human psychology or the unexpected. This book, written for everyone who has to juggle different demands in a busy schedule, includes lots of help and advice in finding a system that works effectively and leads to more enjoyment of work and leisure. 'I left Mark Forster's time management workshop a changed woman. Yesterday I used his system for a whole day. It was stress-free and fun. I felt energised and satisfied at the end of it.' Sarah Litvinoff
Publisher: Hodder & Stoughton
ISBN: 1444718444
Category : Self-Help
Languages : en
Pages : 142
Book Description
Time is what our lives are made of. Failure to use it properly is disastrous. Yet most books on time management don't work because they take little account of human psychology or the unexpected. This book, written for everyone who has to juggle different demands in a busy schedule, includes lots of help and advice in finding a system that works effectively and leads to more enjoyment of work and leisure. 'I left Mark Forster's time management workshop a changed woman. Yesterday I used his system for a whole day. It was stress-free and fun. I felt energised and satisfied at the end of it.' Sarah Litvinoff
The Book of Everything
Author: Richard Tulloch
Publisher:
ISBN: 9780868199337
Category : Drama
Languages : en
Pages : 0
Book Description
Thomas is nine and he's started writing a book. His father says all important books are about God. Even so, Thomas writes down all the interesting things he sees that other people seem to ignore: tropical fish in the canal, a deluge of frogs, the Son of God popping in for a chat... He also writes down his greatest determination: When I grow up, I'm going to be happy. Featuring Jesus, the angels, the Bottombiter, the startling Mrs Van Amersfoort and a beautiful girl with a leather leg, this is a totally magical story about a child learning to act when faced with fear and wrong.
Publisher:
ISBN: 9780868199337
Category : Drama
Languages : en
Pages : 0
Book Description
Thomas is nine and he's started writing a book. His father says all important books are about God. Even so, Thomas writes down all the interesting things he sees that other people seem to ignore: tropical fish in the canal, a deluge of frogs, the Son of God popping in for a chat... He also writes down his greatest determination: When I grow up, I'm going to be happy. Featuring Jesus, the angels, the Bottombiter, the startling Mrs Van Amersfoort and a beautiful girl with a leather leg, this is a totally magical story about a child learning to act when faced with fear and wrong.
The First 20 Hours
Author: Josh Kaufman
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
The Games Book
Author: Huw Davies
Publisher: Michael O'Mara Books
ISBN: 1843176165
Category : Games & Activities
Languages : en
Pages : 158
Book Description
Packed full of traditional indoor and outdoor games from yesteryear, it contains something for family members of all ages to enjoy.
Publisher: Michael O'Mara Books
ISBN: 1843176165
Category : Games & Activities
Languages : en
Pages : 158
Book Description
Packed full of traditional indoor and outdoor games from yesteryear, it contains something for family members of all ages to enjoy.
The Games Book
Author: Huw Davies
Publisher: Scholastic Nonfiction
ISBN: 9780545134033
Category : Games
Languages : en
Pages : 0
Book Description
This terrific compendium includes traditionalindoor and outdoor games that have beenenjoyed by generations of children and theirparents before them. Full instructions areincluded for each game, so learning andrelearning your favourites is easy and fun!Remember how to play:Spooky games like Wink MurderClassic games like jacks, marbles, and hopscotchOutdoor games like Capture the Flag and Hide and SeekCard games like gin rummymore!
Publisher: Scholastic Nonfiction
ISBN: 9780545134033
Category : Games
Languages : en
Pages : 0
Book Description
This terrific compendium includes traditionalindoor and outdoor games that have beenenjoyed by generations of children and theirparents before them. Full instructions areincluded for each game, so learning andrelearning your favourites is easy and fun!Remember how to play:Spooky games like Wink MurderClassic games like jacks, marbles, and hopscotchOutdoor games like Capture the Flag and Hide and SeekCard games like gin rummymore!
Play 1...d6 Against Everything
Author: Erik Zude
Publisher: New In Chess
ISBN: 9056917455
Category : Games & Activities
Languages : en
Pages : 207
Book Description
All the average club player needs is a small and manageable chess opening repertoire. They don’t have time and energy to study hundreds of pages of chess opening theory. And why would they? Amateur games are rarely decided in the opening. Understanding structures and finding tactics are much more important. Renowned German chess trainers Erik Zude and Jörg Hickl have created an ideal club player’s repertoire for Black. This compact manual presents a set of lines that is conveniently limited in scope, yet varied, solid and complete. The core repertoire is based on lines that the authors have successfully played at (grand)master level for decades: the Antoshin variation of the Philidor Defence against 1.e4 and the Old-Indian Defence against 1.d4. There is only a limited number of plans, ideas and structures that you need to learn, and very few forcing variations. After an initial phase in which Black may at first sight look slightly passive, you will develop your position with a sequence of strong standard moves and start your highly effective counterplay. Zude and Hickl provide common sense guidance, explain all typical characteristics and give practical examples. If you have an Elo rating between 1400 and 2200, you don’t need to look further because you can Play 1..d6 Against Everything!
Publisher: New In Chess
ISBN: 9056917455
Category : Games & Activities
Languages : en
Pages : 207
Book Description
All the average club player needs is a small and manageable chess opening repertoire. They don’t have time and energy to study hundreds of pages of chess opening theory. And why would they? Amateur games are rarely decided in the opening. Understanding structures and finding tactics are much more important. Renowned German chess trainers Erik Zude and Jörg Hickl have created an ideal club player’s repertoire for Black. This compact manual presents a set of lines that is conveniently limited in scope, yet varied, solid and complete. The core repertoire is based on lines that the authors have successfully played at (grand)master level for decades: the Antoshin variation of the Philidor Defence against 1.e4 and the Old-Indian Defence against 1.d4. There is only a limited number of plans, ideas and structures that you need to learn, and very few forcing variations. After an initial phase in which Black may at first sight look slightly passive, you will develop your position with a sequence of strong standard moves and start your highly effective counterplay. Zude and Hickl provide common sense guidance, explain all typical characteristics and give practical examples. If you have an Elo rating between 1400 and 2200, you don’t need to look further because you can Play 1..d6 Against Everything!
Play to Learn
Author: Sharon Boller
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186
Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186
Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.