Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 3

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 3
Author: Yuuki Kimikawa
Publisher: Seven Seas Entertainment
Total Pages: 231
Release: 2024-11-14
Genre: Fiction
ISBN:

After recent events, former salaryman Mizuki Ryosuke finds himself the man of the hour! He starts an adventuring business and enters a partnership with the UK government, with Carol's help. Their condition? That he retrieves a broken skill left inside the Omori Dungeon known as "Excalibur." Mizuki's party determines its location, but they aren't the only people on the hunt and a certain familiar face comes to stand in their way. Unluckily for Mizuki, however, there are more threats on this expedition...

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 1

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 1
Author: Yuuki Kimikawa
Publisher: Seven Seas Entertainment
Total Pages: 284
Release: 2023-09-21
Genre: Comics & Graphic Novels
ISBN:

Monster-filled dungeons have recently appeared in our world. When average office worker Mizuki Ryousuke gets transferred to the Japanese countryside, by the time he gets there, the office is gone and a dungeon's sitting in its place! He finds a number of odd things when he ventures inside, like a fairy about to be eaten by goblins and a mysterious skill book that allows him to turn skills--even overpowered ones--into cards so he can use them at will! Rumors of Mizuki and his broken skills spread, and requests for him to hunt down rare items in other dungeons pour in. Where will Mizuki's new career take him next?

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 2

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 2
Author: Yuuki Kimikawa
Publisher: Seven Seas Entertainment
Total Pages: 259
Release: 2024-04-18
Genre: Comics & Graphic Novels
ISBN:

Mizuki Ryosuke escaped corporate life, certain death, defeated a Boss Ogre, and now lives with a new roommate--fairy girl Kessie! A dungeon appears in Omori City, and the local government asks him to help manage it. Mizuki reluctantly accepts, and with his skillbook in tow, the dungeon clearing proceeds as planned. When Mizuki and Kessie face their greatest trial yet, will the skillbook reveal its true form? And is there any truth to that weird conspiracy going around?

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 3

Modern Dungeon Capture Starting with Broken Skills (Light Novel) Vol. 3
Author: YUUKI. KIMIKAWA
Publisher: Airship
Total Pages: 0
Release: 2024-12-17
Genre: Comics & Graphic Novels
ISBN:

ORDERS FROM ABROAD! After recent events, former salaryman Mizuki Ryosuke finds himself the man of the hour! He starts an adventuring business and enters a partnership with the UK government, with Carol's help. Their condition? That he retrieves a broken skill left inside the Omori Dungeon known as "Excalibur." Mizuki's party determines its location, but they aren't the only people on the hunt and a certain familiar face comes to stand in their way. Unluckily for Mizuki, however, there are more threats on this expedition...

Modern Dungeon Capture Starting with Broken Skills (Manga) Vol. 3

Modern Dungeon Capture Starting with Broken Skills (Manga) Vol. 3
Author: YUUKI. KIMIKAWA
Publisher: Seven Seas
Total Pages: 0
Release: 2024-12-03
Genre: Comics & Graphic Novels
ISBN:

THE NATION'S FUTURE RESTS ON THE BACKS OF A SALARYMAN AND A FAIRY?! Using his mysterious Skillbook ability, former salaryman Mizuki and his partner, a fairy named Kessie, live to fight another day. They've both had enough of the dangerous exploring, but a public servant named Tachibana offers Mizuki an official government Dungeon Advisor position. Reluctantly, Mizuki accepts, but the other adventurers he meets despise him for his lack of experience. He heads into a dungeon for some training, but his party encounters a boss slime that has disguised itself as a cave! Against a such a strong foe, Mizuki and his party will have to use their quick wit and their skillbook strategies, but will they be able to save the day?

Modern Dungeon Capture Starting with Broken Skills (Manga) Vol. 3

Modern Dungeon Capture Starting with Broken Skills (Manga) Vol. 3
Author: Yuuki Kimikawa
Publisher: Seven Seas Entertainment
Total Pages: 182
Release: 2024-12-03
Genre: Comics & Graphic Novels
ISBN:

Using his mysterious Skillbook ability, former salaryman Mizuki and his partner, a fairy named Kessie, live to fight another day. They've both had enough of the dangerous exploring, but a public servant named Tachibana offers Mizuki an official government Dungeon Advisor position. Reluctantly, Mizuki accepts, but the other adventurers he meets despise him for his lack of experience. He heads into a dungeon for some training, but his party encounters a boss slime that has disguised itself as a cave! Against a such a strong foe, Mizuki and his party will have to use their quick wit and their skillbook strategies, but will they be able to save the day?

emeth: Island of Golems

emeth: Island of Golems
Author: Souki Tsukishima
Publisher: Cross Infinite World
Total Pages: 429
Release: 2018-11-05
Genre: Fiction
ISBN: 1945341173

No one ever believed that the orphan Cliff would actually be able to pull off building a golem and bringing the iron giant to life. That’s because the only people who can do it live in luxury far from the abandoned subway in the slums that Cliff calls home. But all that changes when his slumbering iron giant activates and fends off the army in hot pursuit of the mysterious girl Lovel. Now Cliff finds himself drawn deep into the conspiracies surrounding the island of golems and their Tamers!

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 680
Release: 2003-09-25
Genre: Computers
ISBN: 9780262240451

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.