Press Play
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Author | : Eric Devine |
Publisher | : Running Press Kids |
Total Pages | : 243 |
Release | : 2014-10-28 |
Genre | : Young Adult Fiction |
ISBN | : 0762455535 |
Pound by sweaty pound, Greg Dunsmore's plan is working. Greg is steadily losing weight while gaining the material he needs to make the documentary that will get him into film school and away from the constant jeers of "Dun the Tun." But when Greg captures footage of brutal and bloody hazing by his town's championship-winning lacrosse team, he knows he has evidence that could damage as much as it could save. And if the harm is to himself and his future, is revealing the truth worth the cost? CCSS-aligned curriculum guide can be found online at http://www.rpcurriculumguides.com/curriculum_guides.html
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.
Author | : Anne Fine |
Publisher | : Reading Ladder |
Total Pages | : 0 |
Release | : 2017-02-20 |
Genre | : Children's stories |
ISBN | : 9781405282420 |
Nicky, Tasha, and Joe's mom leaves for work early one day and she leaves instructions for them on a cassette-player all they have to do is press play Nicky and Tasha must get themselves ready for school and get baby Joe ready for playgroup without waking Dad They have to get dressed, make porridge for breakfast, and find Joe's toy rabbit. Then they have to creep into Dad's bedroom and set the alarm clock for him. But it is very hard to get ready quietly, especially when your baby brother is crying for his toy rabbit "
Author | : Daniel H. Wilson |
Publisher | : Vintage |
Total Pages | : 530 |
Release | : 2015-08-18 |
Genre | : Fiction |
ISBN | : 1101873302 |
IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do?
Author | : Brendan Keogh |
Publisher | : MIT Press |
Total Pages | : 249 |
Release | : 2018-04-06 |
Genre | : Games & Activities |
ISBN | : 0262345447 |
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
Author | : Carroll Pursell |
Publisher | : Johns Hopkins University Press+ORM |
Total Pages | : 277 |
Release | : 2015-04-23 |
Genre | : Technology & Engineering |
ISBN | : 1421416514 |
This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors—who often talk about “playing” at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.
Author | : Mark C. Taylor |
Publisher | : Phaidon |
Total Pages | : 822 |
Release | : 2005-09 |
Genre | : Art |
ISBN | : |
A personal encounter with 50 of the world's most significant contemporary artists, this book draws together the full texts of the complete Phaidon interviews. From highly established artists Louise Bourgeois and Alex Katz, to midcareer masters Richard Prince and Mike Kelley, this is a comprehensive look at contemporary art today.
Author | : Ian Bogost |
Publisher | : MIT Press |
Total Pages | : 244 |
Release | : 2012-09-21 |
Genre | : Language Arts & Disciplines |
ISBN | : 0262289083 |
How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.
Author | : Ronald A. Smith |
Publisher | : University of Illinois Press |
Total Pages | : 362 |
Release | : 2011 |
Genre | : Business & Economics |
ISBN | : 0252035879 |
In an era when college football coaches frequently command higher salaries than university presidents, many call for reform to restore the balance between amateur athletics and the educational mission of schools. This book traces attempts at college athletics reform from 1855 through the early twenty-first century while analyzing the different roles played by students, faculty, conferences, university presidents, the NCAA, legislatures, and the Supreme Court. Pay for Play: A History of Big-Time College Athletic Reform also tackles critically important questions about eligibility, compensation, recruiting, sponsorship, and rules enforcement. Discussing reasons for reform--to combat corruption, to level the playing field, and to make sports more accessible to minorities and women--Ronald A. Smith candidly explains why attempts at change have often failed. Of interest to historians, athletic reformers, college administrators, NCAA officials, and sports journalists, this thoughtful book considers the difficulty in balancing the principles of amateurism with the need to draw income from sporting events.
Author | : C. Lymari |
Publisher | : |
Total Pages | : 246 |
Release | : 2020-08-05 |
Genre | : |
ISBN | : |
The Sekt does not forgive. The Sekt does not forget. Keeper of secrets and dealers of lies. We bow to no king, nations, or men. Crossing us is certain death. * * * * * * He was a mercenary, and I a slave. He wanted to save me, but I liked the pain. We stole, cheated, and lied. Through a savage kingdom, we found a divide. He betrayed me, but so did I. In this wicked game who will survive? Author's Note: The Sekten Series is a dark romance series that needs to be read in order. It is intended for mature audiences since there is a lot of graphic content, and it might not be suitable for you if you are easily triggered. Some books will be darker than others, but all are triggering none the less. This is a dark world, so read at your own discretion.