American Revolution: A History From Beginning to End (One Hour History Revolution Book 2)


Henry Freeman - 2016
    The colonists were fighting for rights they felt they deserved, not only as British citizens, but as human beings. The belief that rights to life, liberty, and the pursuit of happiness were God given and not dependent upon any government or ruler gave the revolutionaries the courage to fight against overwhelming odds and eventually win their freedom. Inside you will read about... ✓ A Series of Oppressions ✓ Death and Taxes ✓ Out of Many, One ✓ War in Earnest ✓ Voices of Liberty ✓ Independence And more! The new government they created for the United States of America would be unlike anything seen before in world history, and their fight has continued to change the world to this day.

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Talking Music: Conversations With John Cage, Philip Glass, Laurie Anderson, And 5 Generations Of American Experimental Composers


William Duckworth - 1995
    Herein, John Cage recalls the turning point in his career; Ben Johnston criticizes the operas of his teacher Harry Partch; La Monte Young attributes his creative discipline to a Morman childhood; and much more. The results are revelatory conversations with some of America's most radical musical innovators.

Fans, Bloggers, and Gamers: Media Consumers in a Digital Age


Henry Jenkins - 2006
    Though marginal and largely invisible to the general public at the time, today, media producers and advertisers, not to mention researchers and fans, take for granted the idea that the success of a media franchise depends on fan investments and participation.Bringing together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumers, Fans, Bloggers, and Gamers takes readers from Jenkins's progressive early work defending fan culture against those who would marginalize or stigmatize it, through to his more recent work, combating moral panic and defending Goths and gamers in the wake of the Columbine shootings. Starting with an interview on the current state of fan studies, this volume maps the core theoretical and methodological issues in Fan Studies. It goes on to chart the growth of participatory culture on the web, take up blogging as perhaps the most powerful illustration of how consumer participation impacts mainstream media, and debate the public policy implications surrounding participation and intellectual property.

An Introduction to Theories of Learning


Matthew H. Olson - 1982
    Accessible for undergraduates yet thorough enough for graduate students, this comprehensive text defines learning and shows how the learning process is studied. The text places learning in its historical perspective, giving students an appreciation for the figures and theories that have shaped 100 years of learning theory research.

You Never Give Me Your Money: The Beatles After the Breakup


Peter Doggett - 2010
    His statement not only marked the end of the band's remarkable career, but also seemed to signal the demise of an era of unprecedented optimism in social history. Though the Beatles' breakup was widely viewed as a cultural tragedy, one of the most fascinating phases of their story was just about to begin. Now, for the first time, You Never Give Me Your Money tells the behind-the-scenes story of the personal rivalries and legal feuds that have dominated the Beatles' lives since 1969. Journalist Peter Doggett charts the Shakespearean battles between Lennon and McCartney, the conflict in George Harrison's life between spirituality and fame, and the struggle with alcoholism that threatened to take Richard Starkey's life. In vivid detail, Doggett also describes the wild mismanagement of the Beatles' fortune staked largely in Apple Corps. You Never Give Me Your Money is a compelling human drama and an equally rich and absorbing story of the Beatles' creative and financial empire, set up to safeguard their interests but destined to control their lives. From tragedy to triumphant reunion, and chart success to courtroom battles, this meticulously researched work tells the previously untold story of a group and a legacy that will never be forgotten.

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Duran Duran: Notorious


Steve Malins - 2005
    With their punk roots, state-of-the-art videos, and notoriously hedonistic lifestyle, they captivated audiences around the world. This new book traces their remarkable story: their rise to fame, their split in 1985, and the ensuing splinter groups, drug addiction, and rehabilitation. In 2001, the original five members regrouped and are enjoying a level of recognition and popularity that few serious music critics would have predicted. Their mixture of synth and swagger has ultimately triumphed due to the core friendships of the band, their flair for memorable pop hooks, and an ambition that dwarfed most of their contemporaries.

An Introduction to Theories of Personality


B.R. Hergenhahn - 1980
    Thus, seminal theories representing the psychoanalytic, sociocultural, trait, learning, sociological and existential-humanistic paradigms are offered as different - yet equally valid - ways of approaching the study of personality. This approach - together with student-tested experiential exercises - not only introduces students to the rich history of psychology but to practical information that helps them understand theier own lives and their relationships with other people.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

A Traveller's History of Japan


Richard L. Tames - 1993
    This clearly written history explains how a country embedded in the traditions of Shinto, Shoguns and Samurai has achieved stupendous economic growth and dominance in this century.

Immaterialism: Objects and Social Theory


Graham Harman - 2016
    While it is often assumed that an interest in objects amounts to a form of materialism, Harman rejects this view and develops instead an "immaterialist" method. By examining the work of leading contemporary thinkers such as Bruno Latour and Levi Bryant, he develops a forceful critique of 'actor-network theory'. In an extended discussion of Leibniz's famous example of the Dutch East India Company, Harman argues that this company qualifies for objecthood neither through 'what it is' or 'what it does', but through its irreducibility to either of these forms. The phases of its life, argues Harman, are not demarcated primarily by dramatic incidents but by moments of symbiosis, a term he draws from the biologist Lynn Margulis.This book provides a key counterpoint to the now ubiquitous social theories of constant change, holistic networks, performative identities, and the construction of things by human practice. It will appeal to anyone interested in cutting-edge debates in philosophy and social and cultural theory.

Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games


Lizzie Stark - 2012
    A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.

A Passion for Wisdom: A Very Brief History of Philosophy


Robert C. Solomon - 1997
    Here, Robert Solomon and Kathleen Higgins tell the story of philosophy's development with great clarity and refreshing wit. The authors begin with the most ancient religious beliefs of the east and west and bring us right up to the feminist and multicultural philosophies of the present. Along the way, they highlight major philosophers, from Plato and the Buddha to William James and Simone de Beauvoir, and explore major categories, from metaphysics and ethics to politics and logic. The book is enlivened as well by telling anecdotes and sparkling quotations. Among many memorable observations, we're treated to Thomas Hobbes' assessment that life is nasty, brutish, and short and Hegel's description of Napoleon as world history on horseback. Engaging, comprehensive, and delightfully written, A Passion for Wisdom is a splendid introduction to an intellectual tradition that reaches back over three thousand years.

Slay the Dragon: Writing Great Video Games


Robert Denton Bryant - 2015
    "Slay the Dragon" will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.