Game On 2016
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Author | : |
Publisher | : Scholastic Paperbacks |
Total Pages | : 0 |
Release | : 2015 |
Genre | : Computer games |
ISBN | : 9780545850315 |
The definitive guide to gaming for kids aged 8-16. This must-have annual includes 100s of hi-res screenshots and artwork as well as astonishing facts and figures about the biggest games. Kids will love the book's hint, tips and guides, discovering how to unlock the rarest trophies and dominate the biggest online multiplayer games.
Author | : Katherine Isbister |
Publisher | : MIT Press |
Total Pages | : 187 |
Release | : 2017-10-27 |
Genre | : Games & Activities |
ISBN | : 0262534452 |
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Author | : Matt DeVos |
Publisher | : American Mathematical Soc. |
Total Pages | : 361 |
Release | : 2016-12-27 |
Genre | : Mathematics |
ISBN | : 1470422107 |
This book offers a gentle introduction to the mathematics of both sides of game theory: combinatorial and classical. The combination allows for a dynamic and rich tour of the subject united by a common theme of strategic reasoning. Designed as a textbook for an undergraduate mathematics class and with ample material and limited dependencies between the chapters, the book is adaptable to a variety of situations and a range of audiences. Instructors, students, and independent readers alike will appreciate the flexibility in content choices as well as the generous sets of exercises at various levels.
Author | : Derek Yu |
Publisher | : Boss Fight Books |
Total Pages | : 147 |
Release | : 2016 |
Genre | : Computers |
ISBN | : 1940535115 |
A game's creation as told by its creator, perhaps the best rpimer on game design.
Author | : Adam Chapman |
Publisher | : Routledge |
Total Pages | : 303 |
Release | : 2016-05-05 |
Genre | : Social Science |
ISBN | : 1317553861 |
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
Author | : Maria Konnikova |
Publisher | : Penguin |
Total Pages | : 354 |
Release | : 2017-01-10 |
Genre | : Psychology |
ISBN | : 0143109871 |
"It’s a startling and disconcerting read that should make you think twice every time a friend of a friend offers you the opportunity of a lifetime.” —Erik Larson, #1 New York Times bestselling author of Dead Wake and bestselling author of Devil in the White City Think you can’t get conned? Think again. The New York Times bestselling author of Mastermind: How to Think Like Sherlock Holmes explains how to spot the con before they spot you. “[An] excellent study of Con Artists, stories & the human need to believe” –Neil Gaiman, via Twitter A compelling investigation into the minds, motives, and methods of con artists—and the people who fall for their cons over and over again. While cheats and swindlers may be a dime a dozen, true conmen—the Bernie Madoffs, the Jim Bakkers, the Lance Armstrongs—are elegant, outsized personalities, artists of persuasion and exploiters of trust. How do they do it? Why are they successful? And what keeps us falling for it, over and over again? These are the questions that journalist and psychologist Maria Konnikova tackles in her mesmerizing new book. From multimillion-dollar Ponzi schemes to small-time frauds, Konnikova pulls together a selection of fascinating stories to demonstrate what all cons share in common, drawing on scientific, dramatic, and psychological perspectives. Insightful and gripping, the book brings readers into the world of the con, examining the relationship between artist and victim. The Confidence Game asks not only why we believe con artists, but also examines the very act of believing and how our sense of truth can be manipulated by those around us.
Author | : Ian Bogost |
Publisher | : Basic Books |
Total Pages | : 290 |
Release | : 2016-09-13 |
Genre | : Science |
ISBN | : 0465096506 |
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
Author | : Barry Lyga |
Publisher | : Little, Brown Books for Young Readers |
Total Pages | : 411 |
Release | : 2013-04-16 |
Genre | : Young Adult Fiction |
ISBN | : 0316234990 |
The second book in this thrilling, terrifying series by New York Times bestselling author Barry Lyga is perfect for fans of Dexter. Billy grinned. "Oh, New York," he whispered. "We're gonna have so much fun." I Hunt Killers introduced the world to Jazz, the son of history's most infamous serial killer, Billy Dent. In an effort to prove murder didn't run in the family, Jazz teamed with the police in the small town of Lobo's Nod to solve a deadly case. And now, when a determined New York City detective comes knocking on Jazz's door asking for help, he can't say no. The Hat-Dog Killer has the Big Apple--and its police force--running scared. So Jazz and his girlfriend, Connie, hop on a plane to the big city and get swept up in a killer's murderous game. Both the stakes and the body count are higher in this suspenseful and unstoppable sequel from acclaimed author Barry Lyga.
Author | : Derek Chollet |
Publisher | : PublicAffairs |
Total Pages | : 290 |
Release | : 2016-06-28 |
Genre | : Political Science |
ISBN | : 1610396618 |
In this inside assessment of Barack Obama's foreign policy legacy, Derek Chollet tackles the prevailing consensus to argue that Obama has profoundly altered the course of American foreign policy for the better and positioned the United States to lead in the future. The Long Game combines a deep sense of history with new details and compelling insights into how the Obama Administration approached the most difficult global challenges. With the unique perspective of having served at the three national security power centers during the Obama years -- the White House, State Department, and Pentagon -- Chollet takes readers behind the scenes of the intense struggles over the most consequential issues: the wars in Iraq and Afghanistan, the meltdown of Syria and rise of ISIS, the Ukraine crisis and a belligerent Russia, the conflict in Libya, the tangle with Iran, the turbulent relationship with Israel, and the rise of new powers like China. An unflinching, fast-paced account of U.S. foreign policy, The Long Game reveals how Obama has defied the Washington establishment to redefine America's role in the world, offering important lessons for the next president.
Author | : M. Ann Hall |
Publisher | : University of Toronto Press |
Total Pages | : 425 |
Release | : 2016-05-25 |
Genre | : Sports & Recreation |
ISBN | : 1442634146 |
In the second edition of this groundbreaking social history, M. Ann Hall begins with an important new chapter on Aboriginal women and early sport and ends with a new chapter tying today's trends and issues in Canadian women's sport to their origins in the past. Students will appreciate the more descriptive chapter titles and the restructuring of the book into easily digestible sections. Fifty-two images complement Hall's lively narrative.