Glued to Games

Glued to Games
Author: Scott Rigby
Publisher: Praeger
Total Pages: 0
Release: 2011-02-18
Genre: Social Science
ISBN: 0313362246

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Glued to Games

Glued to Games
Author: Scott Rigby
Publisher: Bloomsbury Publishing USA
Total Pages: 323
Release: 2011-02-18
Genre: Social Science
ISBN:

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

History of Video Games

History of Video Games
Author: David Paris
Publisher: Teacher Created Materials
Total Pages: 51
Release: 2016-08-01
Genre: Juvenile Nonfiction
ISBN: 1493835947

Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.

Glue

Glue
Author: Irvine Welsh
Publisher: Random House
Total Pages: 580
Release: 2008-12-16
Genre: Fiction
ISBN: 1407018078

'Welsh is at the top of his game' The Face 'His most readable and memorable novel since Trainspotting' Independent on Sunday Glue is the story of four boys growing up in the Edinburgh schemes, and about the loyalties, the experiences and the secrets that hold them together into their thirties. As we follow their lives from the 70s into the new century - from punk to techno, from speed to Es - we can see each of them trying to struggle out from under the weight of the conditioning of class and culture, peer pressure and their parents' hopes that maybe their sons will do better than they did. What binds the four of them is the friendship formed by the scheme, their school, and their ambition to escape from both; their loyalty fused in street morality: back up your mates, don't hit women and, most importantly, never grass - on anyone. 'His most complete and engaging work to date... arguably, his best book' TLS 'A coming-of-age story carved out with a broken bottle' Elle

Glued to the Set

Glued to the Set
Author: Steven D. Stark
Publisher:
Total Pages: 484
Release: 1998
Genre: Current Events
ISBN: 9780385324113

Call it literate fun. Ranging from the 1940's to the 1990's and focusing on 60 programs that will surprise you, Stark comments on TV history in a smart, pithy voice and reveals how as a nation we've moved from Lucy and Ricky to Roseanne and Dan; from Howdy Doody to Sesame Street -- and what that says about us.You may think you know television -- but when Steven Stark is finished pushing your buttons with fighting words and brilliant insights, you'll see what television has done to us as a nation in a whole new way. From Beaver to Roseanne, Ed Sullivan to Oprah, Monday Night Football to MTV, Stark takes us on a guided tour of the tube, providing startling revelations about the power of its sixty most important shows and events in the history of television. He catches in bright focus a hilarious, strange, and compelling image of ourselves as reflected on the small screen, and he shows us, with striking logic, the awesome power of television over our future and our fate.

Game Seven

Game Seven
Author: Paul Volponi
Publisher: Speak
Total Pages: 274
Release: 2016-03
Genre: Young Adult Fiction
ISBN: 0142424293

Originally published: New York: Viking, 2015.

Glued to the Tube

Glued to the Tube
Author: Cheryl Pawlowski
Publisher:
Total Pages: 0
Release: 2000
Genre: Television addiction
ISBN: 9781570714597

A media ecologist's view of the US's love affair with television and its effects on social and familial structures, as well as her impassioned arguments for turning the TV off. Pawlowski (speech communication, U. of Northern Colorado) outlines, for the general reader, the problems with television programming for regular viewers and, particularly, their families. She traces the history of TV viewing, including how programs have changed and what societal values this reflects or creates; the many roles the TV now fulfills that were previously occupied by people (family manager, gender mentor, sexual advisor, hero, friend, etc.); and what the future holds and how people may wean themselves from watching. Annotation copyrighted by Book News Inc., Portland, OR

Card Games Properly Explained

Card Games Properly Explained
Author: Arnold Marks
Publisher: Hachette UK
Total Pages: 134
Release: 2010-10-28
Genre: Games & Activities
ISBN: 0716022591

If you have never played cards before, this book is the ideal introduction. Or if you have a basic idea of the rules of some games, it will help you extend your existing knowledge and add new games to your repertoire. You will learn all the basic rules, understand the reasons why players play certain cards, discover the winning strategies and always be able to play the right card at the right time. The book covers all the most popular card games, including: Whist, Solo, Napoleon, Clobbiosh, Belot, Black Maria, Piquet, Five Hundred, Poker, Brag, Cassino, Rummy, Kaluki, Gin Rummy, Canasta, Cribbage and Pontoon.

The Inheritance Games

The Inheritance Games
Author: Jennifer Lynn Barnes
Publisher: Little, Brown Books for Young Readers
Total Pages: 377
Release: 2020-09-01
Genre: Young Adult Fiction
ISBN: 1368053246

OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!

Game

Game
Author: Grant Hill
Publisher: Penguin
Total Pages: 401
Release: 2022-06-07
Genre: Biography & Autobiography
ISBN: 0593297407

The full, frank story of a remarkable life’s journey—to the pinnacle of success as a basketball player, icon, and entrepreneur, to the depths of personal trauma and back, to a place of flourishing and peace—made possible above all by a family’s love Grant Hill always had game. His choice of college was a subject of national interest, and his arrival at Duke University cemented the program’s arrival at the top. In his freshman year, he led the team to its first NCAA championship, and three championship appearances in four years. His Duke career produced some of the most iconic moments in college basketball history, and Coach K proved to be a lifelong mentor. Later, as one of the NBA’s best players and a new face of the Detroit Pistons franchise, Hill was the first person with the potential to give Michael Jordan a run for his money, not just as a player but as a brand. His $45 million rookie contract was almost the least of it. He turned down Nike for Fila, and soon Method Man and Tupac Shakur were wearing his shoes. Hill writes candidly about all of it, including the transactional impermanence of life in the league and the isolation caused by his growing fame. His parents and friends helped ground him, and eventually he met a gifted musician named Tamia. The love he found with her and the arrival of their two beautiful daughters would be his rock as a brutal and mysterious injury sidelined him, coinciding with his wife’s own serious health struggles. With openness and insight, Hill relates his entire path, including post-career highlights like his Hall of Fame induction, co-ownership of the Atlanta Hawks, the directorship of the USA Basketball Men’s National Team, and even a yearly gig calling the Final Four. Hill’s father, Calvin, used to tell him that there were always a lot of reasons but never any excuses, and Game is a distillation of a lifetime’s effort to understand the reasons—the good and the bad. At his hardest moments, Hill sought out wisdom from others, stories of inspiration and overcoming obstacles. Now, with Game, he has returned the favor.