A Game Of Minds
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Author | : Priscilla Masters |
Publisher | : |
Total Pages | : 364 |
Release | : 2021 |
Genre | : Cold cases (Criminal investigation) |
ISBN | : |
It's been six years since fourteen-year-old Marvel Trustrom went missing -- six long years for Marvel's seriously ill father, Tom Trustrom, who's desperate to know what happened to his daughter. DS Zed Willard has always believed that Jonah Kobi, a serial killer serving life for the murders of four other girls in the area, is responsible for Marvel's disappearance -- but with no evidence or witnesses, and Kobi denying any involvement, forensic psychiatrist Dr Claire Roget is Willard's last hope. Can she persuade Kobi to reveal the truth and finally confess to Marvel's murder? Claire is soon drawn into a battle of wits with a dangerous psychopath, as well as a world of dark secrets. Can she find out what really happened to Marvel and fulfil a father's dying wish before it's too late?
Author | : Patrick Hickey, Jr. |
Publisher | : McFarland |
Total Pages | : 217 |
Release | : 2018-04-23 |
Genre | : Games & Activities |
ISBN | : 1476671109 |
Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Author | : James Dashner |
Publisher | : Delacorte Press |
Total Pages | : 322 |
Release | : 2013-10-08 |
Genre | : Young Adult Fiction |
ISBN | : 0375984631 |
The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner. Includes a sneak peek of The Fever Code, the highly-anticipated conclusion to the Maze Runner series—the novel that finally reveals how the maze was built! The VirtNet offers total mind and body immersion, and the more hacking skills you have, the more fun it is. Why bother following the rules when it’s so easy to break them? But some rules were made for a reason. Some technology is too dangerous to fool with. And one gamer has been doing exactly that, with murderous results. The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. If he accepts their challenge, Michael will need to go off the VirtNet grid, to the back alleys and corners of the system human eyes have never seen—and it’s possible that the line between game and reality will be blurred forever. The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying adventure trilogy an edge-of-your-seat adventure that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. Praise for the Bestselling MORTALITY DOCTRINE series: “Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com “Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com “A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor
Author | : Patrick Hickey, Jr. |
Publisher | : McFarland |
Total Pages | : 237 |
Release | : 2020-01-03 |
Genre | : Games & Activities |
ISBN | : 1476638470 |
Featuring interviews with the creators of 31 popular video games--including Grand Theft Auto, Strider, Maximum Carnage and Pitfall--this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Author | : Yasmin Bettina Kafai |
Publisher | : Routledge |
Total Pages | : 357 |
Release | : 1995 |
Genre | : Computer-assisted instruction |
ISBN | : 0805815120 |
Video games more than any other media have brought technology into children's homes and hearts. Educators, psychologists, and parents are struck by the quality of engagement that stands in stark contrast to children's usual interest in school homework and other activities. Whereas most research efforts have concentrated on discussing the effects of game playing, this book takes a different stance. It takes a close look at games as a context for learning by placing children in the roles of producers rather than consumers of games. Kafai presents a constructionist vision of computer-based learning activities in schools. She follows a class of sixteen fourth-grade students from an inner-city public elementary school as they were programming games in Logo to teach fractions to third graders. The children transformed their classroom into a game design studio for six months, learning programming, writing stories and dialogues, constructing representations of fractions, creating package designs and advertisements, considering interface design issues, and devising teaching strategies. In this context, programming became a medium for children's personal and creative expression; in the design of their games children engaged their fantasies and built relationships with other pockets of reality that went beyond traditional school approaches. The ideas and discussions presented in this book address educators, researchers, and software and curriculum designers interested in children's learning and thinking with educational technologies.
Author | : Mark C. Carnes |
Publisher | : Harvard University Press |
Total Pages | : 398 |
Release | : 2014-09-15 |
Genre | : Education |
ISBN | : 0674735358 |
A Choice Outstanding Academic Title of the Year In Minds on Fire, Mark C. Carnes shows how role-immersion games channel students’ competitive (and sometimes mischievous) impulses into transformative learning experiences. His discussion is based on interviews with scores of students and faculty who have used a pedagogy called Reacting to the Past, which features month-long games set during the French Revolution, Galileo’s trial, the partition of India, and dozens of other epochal moments in disciplines ranging from art history to the sciences. These games have spread to over three hundred campuses around the world, where many of their benefits defy expectations. “[Minds on Fire is] Carnes’s beautifully written apologia for this fascinating and powerful approach to teaching and learning in higher education. If we are willing to open our minds and explore student-centered approaches like Reacting [to the Past], we might just find that the spark of student engagement we have been searching for in higher education’s mythical past can catch fire in the classrooms of the present.” —James M. Lang, Chronicle of Higher Education “This book is a highly engaging and inspirational study of a ‘new’ technique that just might change the way educators bring students to learning in the 21st century.” —D. D. Bouchard, Choice
Author | : Alexander Kriss |
Publisher | : The Experiment |
Total Pages | : 272 |
Release | : 2020-03-31 |
Genre | : Psychology |
ISBN | : 1615196811 |
Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.
Author | : David Sirlin |
Publisher | : Lulu.com |
Total Pages | : 144 |
Release | : 2006-04-01 |
Genre | : Games & Activities |
ISBN | : 1411666798 |
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Author | : Eric Klopfer |
Publisher | : MIT Press |
Total Pages | : 267 |
Release | : 2018-07-17 |
Genre | : Games & Activities |
ISBN | : 0262037807 |
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Author | : Publications International Ltd. |
Publisher | : |
Total Pages | : 192 |
Release | : 2018-12-15 |
Genre | : Criminal investigation |
ISBN | : 9781640306738 |
Use your verbal, visual, and logic skills to investigate an array of puzzles! This puzzle collection contains a mix of verbal and visual puzzles themed around crimes and investigation. Read about true crimes and see how you much you can remember Play detective as you find witnesses, use logic to track down criminals, and see what details you can decipher in crime scenes Spiral bound 192 pages