Author: Matthew Ball
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
The Metaverse: And How It Will Revolutionize Everything
Author: Matthew Ball
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
Publisher: Liveright Publishing
ISBN: 1324092041
Category : Technology & Engineering
Languages : en
Pages : 293
Book Description
INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.
The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Publisher: CRC Press
ISBN: 1351650769
Category : Computers
Languages : en
Pages : 383
Book Description
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Snow Crash
Author: Neal Stephenson
Publisher: Penguin UK
ISBN: 0141924047
Category : Fiction
Languages : en
Pages : 362
Book Description
THE 30th ANNIVERSARY EDITION WITH NEW, NEVER-BEFORE-PUBLISHED MATERIAL After the Internet, what came next? Enter the Metaverse - cyberspace home to avatars and software daemons, where anything and just about everything goes. Newly available on the Street - the Metaverse's main drag - is Snow Crash. A cyberdrug that reduces avatars in the digital world to dust, but also infects users in real life, leaving them in a vegetative state. This is bad news for Hiro, a freelance hacker and the Metaverse's best swordfighter, and mouthy skateboard courier Y. T.. Together, investigating the Infocalypse, they trace back the roots of language itself to an ancient Sumerian priesthood and find they must race to stop a shadowy virtual villain hell-bent on world domination. In this special edition of the remarkably prescient modern classic, Neal Stephenson explores linguistics, computer science, politics and philosophy in the form of a break-neck adventure into the fast-approaching yet eerily recognizable future. 'Fast-forward free-style mall mythology for the twenty-first century' William Gibson 'Brilliantly realized' New York Times Book Review 'Like a Pynchon novel with the brakes removed' Washington Post 'A remarkably prescient vision of today's tech landscape' Vanity Fair
Publisher: Penguin UK
ISBN: 0141924047
Category : Fiction
Languages : en
Pages : 362
Book Description
THE 30th ANNIVERSARY EDITION WITH NEW, NEVER-BEFORE-PUBLISHED MATERIAL After the Internet, what came next? Enter the Metaverse - cyberspace home to avatars and software daemons, where anything and just about everything goes. Newly available on the Street - the Metaverse's main drag - is Snow Crash. A cyberdrug that reduces avatars in the digital world to dust, but also infects users in real life, leaving them in a vegetative state. This is bad news for Hiro, a freelance hacker and the Metaverse's best swordfighter, and mouthy skateboard courier Y. T.. Together, investigating the Infocalypse, they trace back the roots of language itself to an ancient Sumerian priesthood and find they must race to stop a shadowy virtual villain hell-bent on world domination. In this special edition of the remarkably prescient modern classic, Neal Stephenson explores linguistics, computer science, politics and philosophy in the form of a break-neck adventure into the fast-approaching yet eerily recognizable future. 'Fast-forward free-style mall mythology for the twenty-first century' William Gibson 'Brilliantly realized' New York Times Book Review 'Like a Pynchon novel with the brakes removed' Washington Post 'A remarkably prescient vision of today's tech landscape' Vanity Fair
Onion Tears
Author: Shubnum Khan
Publisher: Pan Macmillan South africa
ISBN: 1770109234
Category : Family & Relationships
Languages : en
Pages : 277
Book Description
Khadeejah is a hard-working and stubborn first-generation Indian woman who longs for her beloved homeland and often questions what she is doing on the tip of Africa. At 37, her daughter Summaya is struggling to reconcile her South African and Indian identities, while Summaya’s own daughter, eleven-year-old Aneesa, is a girl who has some difficult questions of her own. Is her mother lying to her about her father’s death? Why won’t she tell her what really happened? Gradually, the past merges with the present as the novel meanders through their lives, uncovering the secrets people keep, the words they swallow, and the emotions they elect to mute. For this family, faintly detectable through the sharp spicy aromas that find their way out of Khadeejah’s kitchen, the scent of tragedy is always threatening. Eventually, it will bring this family together. If not, it will tear them apart.
Publisher: Pan Macmillan South africa
ISBN: 1770109234
Category : Family & Relationships
Languages : en
Pages : 277
Book Description
Khadeejah is a hard-working and stubborn first-generation Indian woman who longs for her beloved homeland and often questions what she is doing on the tip of Africa. At 37, her daughter Summaya is struggling to reconcile her South African and Indian identities, while Summaya’s own daughter, eleven-year-old Aneesa, is a girl who has some difficult questions of her own. Is her mother lying to her about her father’s death? Why won’t she tell her what really happened? Gradually, the past merges with the present as the novel meanders through their lives, uncovering the secrets people keep, the words they swallow, and the emotions they elect to mute. For this family, faintly detectable through the sharp spicy aromas that find their way out of Khadeejah’s kitchen, the scent of tragedy is always threatening. Eventually, it will bring this family together. If not, it will tear them apart.
Control Freak
Author: Cliff Bleszinski
Publisher: Simon and Schuster
ISBN: 1982149167
Category : Biography & Autobiography
Languages : en
Pages : 320
Book Description
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
Publisher: Simon and Schuster
ISBN: 1982149167
Category : Biography & Autobiography
Languages : en
Pages : 320
Book Description
The designer of Unreal and Gears of War offers an eye-opening personal account of the video game industry as it grew from niche hobby to hundred-billion-dollar enterprise. Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business. Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create. Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.
Love in the Library
Author: Maggie Tokuda-Hall
Publisher: Candlewick Press
ISBN: 1536225746
Category : Juvenile Fiction
Languages : en
Pages : 39
Book Description
Set in an incarceration camp where the United States cruelly detained Japanese Americans during WWII and based on true events, this moving love story finds hope in heartbreak. To fall in love is already a gift. But to fall in love in a place like Minidoka, a place built to make people feel like they weren’t human—that was miraculous. After the bombing of Pearl Harbor, Tama is sent to live in a War Relocation Center in the desert. All Japanese Americans from the West Coast—elderly people, children, babies—now live in prison camps like Minodoka. To be who she is has become a crime, it seems, and Tama doesn’t know when or if she will ever leave. Trying not to think of the life she once had, she works in the camp’s tiny library, taking solace in pages bursting with color and light, love and fairness. And she isn’t the only one. George waits each morning by the door, his arms piled with books checked out the day before. As their friendship grows, Tama wonders: Can anyone possibly read so much? Is she the reason George comes to the library every day? Maggie Tokuda-Hall’s beautifully illustrated, elegant love story features a photo of the real Tama and George—the author’s grandparents—along with an afterword and other back matter for readers to learn more about a time in our history that continues to resonate.
Publisher: Candlewick Press
ISBN: 1536225746
Category : Juvenile Fiction
Languages : en
Pages : 39
Book Description
Set in an incarceration camp where the United States cruelly detained Japanese Americans during WWII and based on true events, this moving love story finds hope in heartbreak. To fall in love is already a gift. But to fall in love in a place like Minidoka, a place built to make people feel like they weren’t human—that was miraculous. After the bombing of Pearl Harbor, Tama is sent to live in a War Relocation Center in the desert. All Japanese Americans from the West Coast—elderly people, children, babies—now live in prison camps like Minodoka. To be who she is has become a crime, it seems, and Tama doesn’t know when or if she will ever leave. Trying not to think of the life she once had, she works in the camp’s tiny library, taking solace in pages bursting with color and light, love and fairness. And she isn’t the only one. George waits each morning by the door, his arms piled with books checked out the day before. As their friendship grows, Tama wonders: Can anyone possibly read so much? Is she the reason George comes to the library every day? Maggie Tokuda-Hall’s beautifully illustrated, elegant love story features a photo of the real Tama and George—the author’s grandparents—along with an afterword and other back matter for readers to learn more about a time in our history that continues to resonate.
Game Science in Hybrid Learning Spaces
Author: Sylvester Arnab
Publisher: Routledge
ISBN: 1315295032
Category : Education
Languages : en
Pages : 222
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Publisher: Routledge
ISBN: 1315295032
Category : Education
Languages : en
Pages : 222
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Lore
Author: Alexandra Bracken
Publisher: Disney Electronic Content
ISBN: 1368002315
Category : Juvenile Fiction
Languages : en
Pages : 564
Book Description
THE INSTANT #1 NEW YORK TIMES BEST-SELLER “Epic from start to finish.” —Marie Lu, #1 New York Times best-selling author of Warcross “A brilliant and breathless twist on classic mythology!” —Marissa Meyer, #1 New York Times best-selling author of The Lunar Chronicles Every seven years, the Agon begins. As punishment for a past rebellion, nine Greek gods are forced to walk the earth as mortals. They are hunted by the descendants of ancient bloodlines, all eager to kill a god and seize their divine power and immortality. Long ago, Lore Perseous fled that brutal world, turning her back on the hunt’s promises of eternal glory after her family was murdered by a rival line. For years she’s pushed away any thought of revenge against the man—now a god—responsible for their deaths. Yet as the next hunt dawns over New York City, two participants seek her out: Castor, a childhood friend Lore believed to be dead, and Athena, one of the last of the original gods, now gravely wounded. The goddess offers an alliance against their mutual enemy and a way to leave the Agon behind forever. But Lore's decision to rejoin the hunt, binding her fate to Athena's, will come at a deadly cost—and it may not be enough to stop the rise of a new god with the power to bring humanity to its knees. From the #1 New York Times best-selling author of The Darkest Minds comes a sweepingly ambitious, high-octane tale of power, destiny, love, and redemption.
Publisher: Disney Electronic Content
ISBN: 1368002315
Category : Juvenile Fiction
Languages : en
Pages : 564
Book Description
THE INSTANT #1 NEW YORK TIMES BEST-SELLER “Epic from start to finish.” —Marie Lu, #1 New York Times best-selling author of Warcross “A brilliant and breathless twist on classic mythology!” —Marissa Meyer, #1 New York Times best-selling author of The Lunar Chronicles Every seven years, the Agon begins. As punishment for a past rebellion, nine Greek gods are forced to walk the earth as mortals. They are hunted by the descendants of ancient bloodlines, all eager to kill a god and seize their divine power and immortality. Long ago, Lore Perseous fled that brutal world, turning her back on the hunt’s promises of eternal glory after her family was murdered by a rival line. For years she’s pushed away any thought of revenge against the man—now a god—responsible for their deaths. Yet as the next hunt dawns over New York City, two participants seek her out: Castor, a childhood friend Lore believed to be dead, and Athena, one of the last of the original gods, now gravely wounded. The goddess offers an alliance against their mutual enemy and a way to leave the Agon behind forever. But Lore's decision to rejoin the hunt, binding her fate to Athena's, will come at a deadly cost—and it may not be enough to stop the rise of a new god with the power to bring humanity to its knees. From the #1 New York Times best-selling author of The Darkest Minds comes a sweepingly ambitious, high-octane tale of power, destiny, love, and redemption.
Games and Rules
Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839443040
Category : Social Science
Languages : en
Pages : 323
Book Description
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Publisher: transcript Verlag
ISBN: 3839443040
Category : Social Science
Languages : en
Pages : 323
Book Description
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Little Soldiers
Author: Lenora Chu
Publisher: HarperCollins
ISBN: 0062367870
Category : Family & Relationships
Languages : en
Pages : 346
Book Description
New York Times Book Review Editor’s Choice; Real Simple Best of the Month; Library Journal Editors’ Pick In the spirit of Battle Hymn of the Tiger Mother, Bringing up Bébé, and The Smartest Kids in the World, a hard-hitting exploration of China’s widely acclaimed yet insular education system that raises important questions for the future of American parenting and education When students in Shanghai rose to the top of international rankings in 2009, Americans feared that they were being "out-educated" by the rising super power. An American journalist of Chinese descent raising a young family in Shanghai, Lenora Chu noticed how well-behaved Chinese children were compared to her boisterous toddler. How did the Chinese create their academic super-achievers? Would their little boy benefit from Chinese school? Chu and her husband decided to enroll three-year-old Rainer in China’s state-run public school system. The results were positive—her son quickly settled down, became fluent in Mandarin, and enjoyed his friends—but she also began to notice troubling new behaviors. Wondering what was happening behind closed classroom doors, she embarked on an exploratory journey, interviewing Chinese parents, teachers, and education professors, and following students at all stages of their education. What she discovered is a military-like education system driven by high-stakes testing, with teachers posting rankings in public, using bribes to reward students who comply, and shaming to isolate those who do not. At the same time, she uncovered a years-long desire by government to alleviate its students’ crushing academic burden and make education friendlier for all. The more she learns, the more she wonders: Are Chinese children—and her son—paying too high a price for their obedience and the promise of future academic prowess? Is there a way to appropriate the excellence of the system but dispense with the bad? What, if anything, could Westerners learn from China’s education journey? Chu’s eye-opening investigation challenges our assumptions and asks us to consider the true value and purpose of education.
Publisher: HarperCollins
ISBN: 0062367870
Category : Family & Relationships
Languages : en
Pages : 346
Book Description
New York Times Book Review Editor’s Choice; Real Simple Best of the Month; Library Journal Editors’ Pick In the spirit of Battle Hymn of the Tiger Mother, Bringing up Bébé, and The Smartest Kids in the World, a hard-hitting exploration of China’s widely acclaimed yet insular education system that raises important questions for the future of American parenting and education When students in Shanghai rose to the top of international rankings in 2009, Americans feared that they were being "out-educated" by the rising super power. An American journalist of Chinese descent raising a young family in Shanghai, Lenora Chu noticed how well-behaved Chinese children were compared to her boisterous toddler. How did the Chinese create their academic super-achievers? Would their little boy benefit from Chinese school? Chu and her husband decided to enroll three-year-old Rainer in China’s state-run public school system. The results were positive—her son quickly settled down, became fluent in Mandarin, and enjoyed his friends—but she also began to notice troubling new behaviors. Wondering what was happening behind closed classroom doors, she embarked on an exploratory journey, interviewing Chinese parents, teachers, and education professors, and following students at all stages of their education. What she discovered is a military-like education system driven by high-stakes testing, with teachers posting rankings in public, using bribes to reward students who comply, and shaming to isolate those who do not. At the same time, she uncovered a years-long desire by government to alleviate its students’ crushing academic burden and make education friendlier for all. The more she learns, the more she wonders: Are Chinese children—and her son—paying too high a price for their obedience and the promise of future academic prowess? Is there a way to appropriate the excellence of the system but dispense with the bad? What, if anything, could Westerners learn from China’s education journey? Chu’s eye-opening investigation challenges our assumptions and asks us to consider the true value and purpose of education.