Get Your Own Damn Beer, I'm Watching the Game!

Get Your Own Damn Beer, I'm Watching the Game!
Author: Holly Robinson Peete
Publisher: Rodale
Total Pages: 246
Release: 2005-08-15
Genre: Sports & Recreation
ISBN: 9781594861635

A guide for women football fans explains each component of the game of football, describes the role of each position player, outlines common plays, and provides descriptions of some of the most memorable moments in NFL history.

Works of Game

Works of Game
Author: John Sharp
Publisher: MIT Press
Total Pages: 157
Release: 2015-03-06
Genre: Games & Activities
ISBN: 0262029073

An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Author:
Publisher: Waxmann Verlag
Total Pages: 511
Release:
Genre:
ISBN: 3830977417

Computer Games in the EFL Classroom

Computer Games in the EFL Classroom
Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
Total Pages: 122
Release: 2014-02-01
Genre: Foreign Language Study
ISBN: 3954895684

Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

On the Move to Meaningful Internet Systems: OTM 2011 Workshops

On the Move to Meaningful Internet Systems: OTM 2011 Workshops
Author: Robert Meersman
Publisher: Springer Science & Business Media
Total Pages: 696
Release: 2011-11-09
Genre: Computers
ISBN: 3642251250

This volume constitutes the refereed proceedings of nine international workshops, EI2N+NSF ICE, ICSP, INBAST, ISDE, MONET, ORM, SeDeS, SWWS, and VADER 2011, held as part of OTM 2011 in Hersonissos on the island of Crete, Greece, in October 2011. The 64 revised full papers presented were carefully reviewed and selected from a total of 104 submissions. The volume also includes three papers from the On the Move Academy (OTMA) 2011 and five ODBASE 2011 poster papers. Topics of the workshop papers are enterprise integration and semantics, information centric engineering, interoperability, industrial and business applications of semantic Web applications, information systems in distributed environments, process management in distributed information system development, distributed information systems: implementation issues and applications, industrial applications of fact-oriented modeling, data warehouse modeling, extensions to fact-oriented modeling, model validation procedures, schema transformations and mapping, semantic Web and Web semantics, ontology development, deployment and interoperability, data access and efficient computation, efficient information processing, exchange and knowledge synthesis algorithms, mobile and networking technologies for social applications, semantic and decision support, variability in software architecture, and dynamic and adaptive architectures.

Not Now Honey I'm Watching the Game

Not Now Honey I'm Watching the Game
Author: Kevin Quirk
Publisher: Simon and Schuster
Total Pages: 276
Release: 1997-10-02
Genre: Self-Help
ISBN: 0684834472

Is he hooked on sports? Does she feel left out when the game is on? How can women and men get along in our sports-crazed society?

Ender's Game

Ender's Game
Author: Jed Alger
Publisher: Insight Editions
Total Pages: 0
Release: 2013-10-15
Genre: Performing Arts
ISBN: 9781608872770

Based on the best-selling novel, Ender’s Game tells the thrilling story of the fight to save the world from a devastating future. Now, in this official companion volume, the behind-the-scenes world of the film is brought into stunning focus. Following an attack by an alien race known as the Formics—narrowly countered thanks only to the efforts of legendary war hero Mazer Rackham (Ben Kingsley)—Earth has been preparing itself for the next wave in the conflict. The fate of humanity lies in finding the next Mazer from a crop of the brightest young minds on the planet. Under the watchful eye of the International Fleet, the venerated Colonel Hyrum Graff (Harrison Ford) has been tasked with overseeing their training. Before long, a standout emerges among them: Ender Wiggin (Asa Butterfield), a shy but prodigiously talented misfit. His potential discovered, Ender is promoted to Command School, where he will soon find the war with the Formics to be more complex than he could have ever imagined. Packed with in-depth interviews, removable posters and army badges, stunning concept art, unparalleled access to the visual effects archives at Digital Domain, and countless full-color images, this insightful insider’s view of the making of Ender’s Game will bring fans closer into the world of the movie, following cast and crew as it is brought to dazzling life. Also featuring Hailee Steinfeld (True Grit) as Petra Arkanian, Viola Davis (The Help) as Major Gwen Anderson, and Abigail Breslin (Little Miss Sunshine) as Ender’s brilliant older sister, Valentine.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
Author: Andrei Nae
Publisher: Routledge
Total Pages: 256
Release: 2021-09-09
Genre: Games & Activities
ISBN: 1000440656

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

The Status Game

The Status Game
Author: Will Storr
Publisher: William Collins
Total Pages: 304
Release: 2021-09
Genre:
ISBN: 9780008354640

From the Sunday Times bestselling author of The Science of Storytelling comes a bold and ambitious investigation of status that will redefine human culture for our times There's something humans desire even more than gold. It's a fundamental drive that's common to all humanity, cutting across race, gender, age and culture. Our need for it is such that exactly how much of it we possess dramatically effects not only our happiness and well-being but also our physical health. It'sstatus, argues Will Storr. You can't understand human behaviour without understanding The Status Game. This game, which we are all playing, is not only the secret of our success, but also of our most evil behaviour. Everything is subordinate to status, and humans aren't unique in our complicity with it. By reflecting on the various ways humans negotiate this game - through status hierarchies, values, myths and sacred markers, Storr gives readers a master class in this most malevolent of social mysteries.

The Complete Idiot's Guide to Microsoft Windows XP

The Complete Idiot's Guide to Microsoft Windows XP
Author: Paul McFedries
Publisher: Penguin
Total Pages: 481
Release: 2001-11-01
Genre: Computers
ISBN: 0786529792

The Complete Idiot's Guide® to Windows XP is not a book for nerds, geeks, or anyone else who regards a pocket protector as the height of fashion. Instead, this book is aimed squarely at people who, through no fault of their own, have ended up with Windows XP installed on their computer and they want some guidance on how to tame this new beast. This completely revised edition covers both Windows XP Home Edition and Windows XP Professional. It includes all the new Windows XP features, including the new interface, the latest versions of Internet Explorer and Outlook Express, Windows Media Player 8, the new digital media features, and more.