Knowing The Game Vl 2
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Author | : Gary Abra |
Publisher | : Lulu.com |
Total Pages | : 150 |
Release | : 2015-12-21 |
Genre | : Family & Relationships |
ISBN | : 1329776321 |
Knowing the Game Vol. 1 generated a lot of buzz and controversy with Gary's deep, analytical opinions of the dating world. He took a hot topic that has been a part of extensive research, data, and insight from leading experts in the field and brought it to a whole new level. In Gary's second installment, he delves deeper into the culture and dynamics of the dating world. He offers a captivating take on what it is like to date in modern society, delivering his message spiced with wit, humor, and sarcasm that leaves you wanting more.
Author | : Gary Abra |
Publisher | : Lulu.com |
Total Pages | : 116 |
Release | : 2015-04-07 |
Genre | : Family & Relationships |
ISBN | : 1329047788 |
"Knowing the Game" is not about teaching people how to be players, macks, pimps, gold diggers or any other adjective used to describe someone that has the ability to manipulate a square. Instead, my main objective is to turn a Square into Aware. This isn't a self-help book and I'm not teaching you how to talk or act. Instead I'm focusing on the intricacies of the dating world and how it relates to you. However, it is up to YOU to make the necessary adjustments to get out of it what you desire.
Author | : Karen Schrier Shaenfeld |
Publisher | : Lulu.com |
Total Pages | : 281 |
Release | : 2016 |
Genre | : Education |
ISBN | : 1329703561 |
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Author | : Usber |
Publisher | : J-Novel Club |
Total Pages | : 199 |
Release | : 2023-10-18 |
Genre | : Comics & Graphic Novels |
ISBN | : 1718332815 |
Souma Sagara, a loner college student who finds himself teleported into his favorite—albeit buggy—RPG, doubles down on his bizarre circumstances and decides to make use of all the glitches, bugs, and secrets he knows to hack his way to victory. After all, failure in the game can lead to a very real death for this hapless hero! Joined by the disastrous damsel Miss Train, an NPC programmed to kill anyone spending too much time power leveling, Souma does what gamers do best: bend the rules to min-max every stat he can!
Author | : Steven L. Kent |
Publisher | : Crown |
Total Pages | : 592 |
Release | : 2021-08-24 |
Genre | : Social Science |
ISBN | : 1984825437 |
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Author | : Dan Harrington |
Publisher | : Two Plus Two Publishing LLC |
Total Pages | : 396 |
Release | : 2008 |
Genre | : Games & Activities |
ISBN | : 9781880685433 |
The first years of the poker boom were fueled by the interest in no-limit hold'em tournaments. Recently, however, players have been gravitating to another, even more complex form of hold'em - no-limit cash games. Harrington on Cash Games: Volume II, continues where Volume I left off. In sections on turn and river play, Harrington explains why these are the most important streets in no-limit hold'em, and shows how to decide when to bet or check, when to call or fold, and when to commit all your chips. In later sections, Harrington shows how to play a looser and more aggressive style, how to make the transition from online to live games, and how to extract the maximum profit from very low-stakes games. Volume II concludes with an interview with Bobby Hoff, considered by many the best no-limit cash game player of all times, who shares some of his secrets and insight. Dan Harrington won the gold bracelet and the World Champion title at the $10,000 buy-in No-Limit Holdem Championship at the 1995 World Series of Poker. And he was the only player to make the final table in 2003 (field of 839) and 2004 (field of 2,576) - considered by cognoscenti to be the greatest accomplishment in WSOP history. In Harrington on Cash Games, Harrington and two-time World Backgammon Champion Bill Robertie have written the definitive books on no-limit cash games. These poker books will teach you what you need to know to be a winner in the cash game world.
Author | : Joe Hill |
Publisher | : IDW Publishing |
Total Pages | : 163 |
Release | : 2011 |
Genre | : Comics & Graphic Novels |
ISBN | : 1623024773 |
New York Times bestselling writer Joe Hill and artist Gabriel Rodriguez, the creators behind the acclaimed Locke & Key: Welcome to Lovecraft, return with the next chapter in the ongoing tale, Head Games. Following a shocking death that dredges up memories of their father's murder, Kinsey and Tyler Locke are thrown into choppy emotional waters, and turn to their new friend, Zack Wells, for support, little suspecting Zack's dark secret. Meanwhile, six-year-old Bode Locke tries to puzzle out the secret of the head key, and Uncle Duncan is jarred into the past by a disturbingly familiar face. Open your mind - the head games are just getting started!
Author | : Kohei Arai |
Publisher | : Springer Nature |
Total Pages | : 678 |
Release | : |
Genre | : |
ISBN | : 3031731220 |
Author | : |
Publisher | : BRILL |
Total Pages | : 763 |
Release | : 2023-01-30 |
Genre | : History |
ISBN | : 900453105X |
Originally published as catalogue 100 of Antiquariaat FORUM in 10 issues between 1994-2002. With an extra issue with extensive indices. The print edition is available as a set of three volumes (9789061941392).
Author | : Kassem M. Wahba |
Publisher | : Taylor & Francis |
Total Pages | : 457 |
Release | : 2017-07-06 |
Genre | : Education |
ISBN | : 1317384202 |
Drawing on the collective expertise of language scholars and educators in a variety of subdisciplines, the Handbook for Arabic Language Teaching Professionals in the 21st Century, Volume II, provides a comprehensive treatment of teaching and research in Arabic as a second and foreign language worldwide. Keeping a balance among theory, research and practice, the content is organized around 12 themes: Trends and Recent Issues in Teaching and Learning Arabic Social, Political and Educational Contexts of Arabic Language Teaching and Learning Identifying Core Issues in Practice Language Variation, Communicative Competence and Using Frames in Arabic Language Teaching and Learning Arabic Programs: Goals, Design and Curriculum Teaching and Learning Approaches: Content-Based Instruction and Curriculum Arabic Teaching and Learning: Classroom Language Materials and Language Corpora Assessment, Testing and Evaluation Methodology of Teaching Arabic: Skills and Components Teacher Education and Professional Development Technology-Mediated Teaching and Learning Future Directions The field faces new challenges since the publication of Volume I, including increasing and diverse demands, motives and needs for learning Arabic across various contexts of use; a need for accountability and academic research given the growing recognition of the complexity and diverse contexts of teaching Arabic; and an increasing shortage of and need for quality of instruction. Volume II addresses these challenges. It is designed to generate a dialogue—continued from Volume I—among professionals in the field leading to improved practice, and to facilitate interactions, not only among individuals but also among educational institutions within a single country and across different countries.