Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul
Author: James Paul Gee
Publisher: Common Ground
Total Pages: 132
Release: 2005
Genre: Computers
ISBN: 186335574X

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

Games for the Soul

Games for the Soul
Author: Drew Leder
Publisher: Hyperion Books
Total Pages: 264
Release: 1998-11-04
Genre: Psychology
ISBN:

The path to enlightenment can be fun with these 40 simple games that offer self-help for the soul.

If..., Volume 4

If..., Volume 4
Author: Evelyn McFarlane
Publisher: Villard
Total Pages: 139
Release: 1998-10-27
Genre: Body, Mind & Spirit
ISBN: 0679456368

If you were God for a day, what would you do? If you had to remember the moment in your life when you felt the most alone, when would it be? If you were to name one event that most challenged your relationship with your family, what would you say? If your soul was a color, which color would it be? If you learned that there actually was a Heaven and Hell, what is the first thing you'd change in your life? The ultimate task we face in life is the process of finding and accepting our true selves, our souls. It's often too scary, too overwhelming, or too time-consuming to begin the whole introspective process of self-discovery. So we often don't look. Instead, we do such things as work harder, spend money, eat and drink more, or maybe just clean the house. But what we forget--or maybe never knew--about soul-searching is that this process can be deeply rewarding, fun, and even entertaining. In their bestselling series of If . . . books, If . . . (Questions for the Game of Life), If2 . . . (More Questions for the Game of Life), and If3 . . . (Questions for the Game of Love), authors Evelyn McFarlane and James Saywell have reintroduced the power of the question. These "If . . . " questions have served as icebreakers, after-dinner games, and a platform for intensifying relationships with one's friends, lovers, and self. Now, in If . . . : Questions for the Soul, they present a phenomenal collection of questions that will help you begin your soul search. These questions will inspire and challenge you and guide you to a deeper understanding of your soul.

Soul Games

Soul Games
Author: Carly Wallace
Publisher: Createspace Independent Publishing Platform
Total Pages: 222
Release: 2013-04-04
Genre:
ISBN: 9781484032022

When the "Higher Power" grows bored and restless games are made. Souls are torn apart for fun, more souls are used in wicked collector games, and souls are twisted in cruel destinies. This anthology is a collective piece of work to show different and beautifully crafted ideas of the plight one's soul must endure. Simple love and life are tainted and broken in these stories of love, betrayal, longing, and fate.

Soul Stepping

Soul Stepping
Author: Ann Trump
Publisher: Red Feather
Total Pages: 144
Release: 2019-04-28
Genre:
ISBN: 9780764357190

Imagine you could easily walk away from all your problems. What if you could go outside, take a hike around your neighborhood, and come back knowing exactly what to do? The simple act of walking can take you down the road to self-empowerment. Soul stepping is spiritual walking with purpose and intention and acts as a bridge between your physical body, your mind, and your spirit, leading to spiritual and emotional freedom. The secret is turning the walk into a game. Ten fun-and-easy games will deepen your relationship with your soul, help you connect with nature, improve your daily interactions with others, solve personal problems, sharpen your intuition, and invite synchronicity. Read stories enriching the games and practice suggestions for living a more soulful life. Rhymes and affirmations will allow you to recognize the wonders that occur at games' end. You are about to embark on a walking soul journey!

Dark Souls. Beyond the Grave - Volume 1

Dark Souls. Beyond the Grave - Volume 1
Author: Damien Mecheri
Publisher: Third Editions
Total Pages: 304
Release: 2019-02-19
Genre: Games & Activities
ISBN: 2377840000

Story of a saga video games... If the Dark Souls series managed to seduce players and journalists, it was mainly by word of mouth. It was such a great success that Dark Souls 2 was named “Game of the Year” 2014 by the vast majority of gaming magazines and websites. To date, this saga is one of the most important in the gaming industry. The odd thing is that these games are well known for their difficulty and their cryptic universe. This publication narrates the epic success story, but also describes its gameplay mechanics and its specific lore across more than 300 pages. Characters, plots and the scenario of the three Souls (Demon's Souls, Dark Souls and Dark Souls II) are deciphered by Damien Mecheri and Sylvain Romieu, who spent a long year studying these dense and enigmatic games down to the smallest detail. The serie Dark Souls and her spiritual father Demon's Souls will not have secrets for you anymore! EXTRACT In May 2014, Hidetaka Miyazaki succeeded Naotoshi Zin as president of FromSoftware, after the studio was purchased by Kadokawa Shoten. This was a highly significant promotion for the person who had led the company’s most successful project, Dark Souls. And yet, he did not lose from view what had attracted him to the field: an insatiable creative drive. In spite of his new status within the studio, one of the conditions he requested and was granted was to remain creative director of his new project: Bloodborne. This allowed him to successfully design this spiritual successor to the first Souls game, while also assuming his new responsibilities. Given his drive to work and create, it is not surprising how quickly Miyazaki moved up through the ranks. ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.

Soul Therapy

Soul Therapy
Author: Quintana
Publisher: Balboa Press
Total Pages: 72
Release: 2020-03-09
Genre: Body, Mind & Spirit
ISBN: 1982244380

Everyone is intuitive. It’s a part of who we are. By practicing to improve those gifts you will be creating a stronger connection to everyone and everything; that part of you which is spontaneously instinctive, perceptive and insightful, that part of you which is connected to your soul, your frame of mind, courage and character. Soul Therapy, A Game of Intuition promises to help you help yourself. It’s only a game, or is it? “Seeking to help others discover and strengthen their intuitive ability, multi-media artist Jean Quintana has created a delightful flashcard game using her own artistry in her lovingly illustrated book Soul Therapy, A Game of Intuition. A fun and instructive diversion, providing a welcome respite from heavy spiritual writings. It’s a good fit for beginners and seasoned New Agers alike.” — Blue Ink Reviews “Brief but delightful guidance for readers looking to explore energy fields, chakras and intuition.” — Kirkus Reviews “Rich and appealing colors and insightful questions entice readers into heightening their intuitive skills. The simplicity of the concept is highlighted by the sleek, clean layout of the book. The tone of the book is uplifting and positive.” — Forward Reviews “We are all connected. Everyone is intuitive to some degree.” Promoting a simple game that promises to improve your inner psychic abilities, this book is targeted toward those who believe in the importance of intuition in personal development. Quintana has devised playing cards, twelve in number, with color as the identifier for each. She describes in vivid terms the symbolic significance of each color: blue represents communications, unity, truth; yellow is for radiance, mentality, purification; purple relates to vision, command, and healing. Each color is also paired with a chakra, or energy field, within the body. To play the game, one person is designated the sender, and one or more people are receivers (it is recommended to trade these roles from time to time). The sender focuses on a card, centering thoughts energetically on his/her feelings about its color; the receiver strives to “see” the color by communicating mentally with the sender. Quintana states that over time the percentage of rightly matched answers will increase as one’s intuitive powers are exercised. The game can also be played as solitaire. Quintana’s book not only describes the eponymous game but also helpfully supplies the materials for it. The graphics of the book are inviting, with white print on black pages that make the card colors stand out vibrantly. The cards, with a single color on one side and matching designs on the back, can be easily cut from the book’s heavy pages. Quintana’s text, like her game, is fun yet challenges the participant to play in hopes of becoming more perceptive and creating a deeper connection with the subconscious mind. She provides questions to evoke feelings about each color. Schooled in hypnotherapy, biofeedback, and biogram therapy, Quintana has created her game to be attractive to younger readers as well as adults and urges all of us to play, enjoy, and learn. — US Review

Soul

Soul
Author: John Dong Miller
Publisher:
Total Pages: 112
Release: 2019-11-19
Genre:
ISBN: 9781709716416

Tic-tac-toe is a game for two players, X and O, who take turns marking the spaces in a 3×3 grid. The player who succeeds in placing three of their marks in a horizontal, diagonal or vertical row wins the game. Cute Travel Tic-Tac-Toe Game Book for Kids and Adults! Cover: Soft Cover (Matte) Size: 6" x 9" (15.24 x 22.86 cm) Interior: 110 pages (55 front/back sheets) with Blank 6 Games per Pages (660 Games) This 6" x 9" Tic Tac Toe Game for outside / playground, featuring a total of 110 pages filled 660 games, is perfect for adults, kids for summer vacations. Tic-Tac-Toe Game also known as "3-in-a-row" or "naughts and crosses" or "Xs and Os" is a paper-and-pencil game for two players drawing pieces (typically Xs for the first player and Os for the second) on a 3×3 square grid. The winner is the first player to place three of his marks in a row, column, or diagonal. The front cover consists of artistic, trendy, original, funny and colorful background. Essential game idea for all ages for summer vacations. Easy fit in a purse, tote and messenger bag to play in restaurants, planes, trains, car trips, waiting rooms, picnics, home.

The True Make Believe Story Soul Collection Series #1

The True Make Believe Story Soul Collection Series #1
Author: Georgina M. Cassidy
Publisher: Xlibris Corporation
Total Pages: 56
Release: 2013-07-17
Genre: Juvenile Fiction
ISBN: 1483616169

Once upon a time Gina, the Goddess Queen of All-Souls, recorded her history in books for all worlds to enjoy. This is Gina's time. It's now 2013, and the right time for this Angel of Victory to share her story. During her adventures she travelled to many places, and worlds. One of the worlds Gina visits is called the IINN-E. Non-Believers say the IN doesn't exist. Some say the IN is a secret society and others say it's just a myth. Regardless; Gina's a Believer so the IN is connected to her life story. During Gina's time there are many Masters, Lords, Kings, and Queens at work, and play on many game boards. They play soul collection games. The Powers that Be play for real. Some players play for fun where only card, candy and toy souls are collected. Many do training exorcises on game boards to learn how to rule the IN. Some players want to be famous legends who rule, and others want to take over the world. Some players wanted all the fame, fortune, money, riches, and power for themselves. Once the games are over the losers soul cards are collected. Their wealth and possessions are spread to other teams. There are many game competitions on all the many levels. Winners of the IN's soul collection games are given honours, titles, riches, power and glory. Winners victories are celebrated, soul collection cards are made to honour them, and their history is recorded.