A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Ed Emberley's Drawing Book: Make a World


Ed Emberley - 1972
    Emberley shows young artists how drawing simple shapes can lead to more complex renderings of objects in the world around them.

Level Up Your Life: How to Unlock Adventure and Happiness by Becoming the Hero of Your Own Story


Steve Kamb - 2016
    Learn how to design your own personal Epic Quest of Awesome through advice on health, fitness, travel, and finance.Author Steven Kamb, the founder/creator of NerdFitness.com, leads you on a journey to discover the kind of game you want to play, including how to:* Develop a leveling structure* Create a personal Origin Story (every hero has a great origin story)* Determine what your Level 50 character will look like* Build your own quest lists * Hack your productivity, habits, and willpower to build momentum* Build in rewards and accountability* Add members to your party, expanding your community* Find your own personal Yoda or Morpheus (i.e. mentor) to help you along the way* Restart and earn Extra Lives (how to keep going when you get scared or stuck)

The Seven Deadly Chess Sins


Jonathan Rowson - 2000
    This is a thought-provoking look at the psychological errors that lead chess-players to disaster and keep them from reaching their full potential.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    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.

Critical Thinking: Tools for Taking Charge of Your Learning and Your Life


Richard Paul - 2000
    Discover the core skills of effective thinking; then analyze your own thought processes, identify weaknesses, and overcome them.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Science Verse


Jon Scieszka - 2004
    / 'Cause whether his or hers amoeba, / They too feel like you and meba.What if a boring lesson about the food chain becomes a sing-along about predators and prey? A twinkle-twinkle little star transforms into a twinkle-less, sunshine-eating-and rhyming Black Hole? What if amoebas, combustion, metamorphosis, viruses, the creation of the universe are all irresistible, laugh-out-loud poetry? Well, you're thinking in science verse, that's what. And if you can't stop the rhymes ... the atomic joke is on you. Only the amazing talents of Jon Scieszka and Lane Smith, the team who created Math Curse, could make science so much fun.

Daniel Negreanu's Power Hold'em Strategy


Daniel Negreanu - 2007
    Negreanu headlines a collection of young, great players - Todd Brunson, David Williams, Erick Lindgren, Evelyn Ng and Paul Wasicka - who share their insider professional moves and winning secrets. You'll learn about short-handed and heads-up play, high-limit cash games, a powerful beginner's strategy to neutralize professional players, how to mix up your play, bluff, and win big pots. The centerpiece, however, is Negreanu's powerful and revolutionary small ball strategy. You'll learn how to play hold'em with cards you never would have played before - and with fantastic results. The preflop, flop, turn and river will never look the same again. A must-have

The Expectant Father: Facts, Tips and Advice for Dads-to-Be


Armin A. Brott - 1995
    Revised and expanded for the second edition, this text provides an action-packed, month-by-month guide to all the emotional, financial and even physical changes a father-to-be may experience during the course of his partner's pregnancy.

Bobby Fischer Teaches Chess


Bobby Fischer - 1966
    The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.

Uncle John's Fourth Bathroom Reader (Uncle John's Bathroom Reader, #4)


Bathroom Readers' Institute - 1991
    No agonizing choices between light reading and the serious stuff. This little volume has it all: Entertainment, humor, education, trivia, science, history, pop culture...and more! And it's even divided by length-you can spend a minute with the Quickies, relax with Normal-Length articles, or really get comfortable with Long Items.With Uncle John's Bathroom Reader strategically placed in your home, you'll settle in happily and read about:-The origin of common words and phrases-The 7 wonders of the ancient world-The origin of Ronald -Elvis's letter to Richard Nixon-The curse of King Tut-World-class winners & losers-Famous pirates-And a host of great bathroom topics

Chess: The Ultimate Guide for Beginners


Cory Klein - 2017
    This is not true. In fact, chess is accessible and can be played by anyone with a brain, a pair of eyes, and imagination. The ultimate guide for beginnersIf you've never played the game of chess or are still discovering it, this book is for you. It is a basic and comprehensive guide that will introduce you to the game and teach you everything you need to know, from the setup of a chess board to the delivery of checkmate. It is filled with advice for beginners, basic tactics, strategies, and diagrams to help you visualize every step of your progress. The start of a lifelong King's huntThe objective of this book is not to make you a chess master. That is an accomplishment that takes decades of research, regular practice, and an insane amount of talent. The goal here is for you to become a decent chess player. After reading this book, you will be able to play games with anyone, practice regularly, and sharpen your chess muscles until you reach a decent level of play. The more you'll play, the better you'll get. But it all starts with the basics which you will acquire in this book. So don't hesitate. If you've always wanted to learn to play chess, now is the time. Just scroll up and grab your copy now!

Hold'em Poker


David Sklansky - 1976
    It was the first definitive work on hold'em poker and was originally published in 1976. Yet it is still one of the best-selling poker books available, and in 1997 it was expanded and updated to account for today's modern double blind structure. The text is designed for someone relatively new to the game, but it still contains much sophisticated material which all players should find beneficial. It is probably best known for the Sklansky Hand Rankings, which made the game much simpler to quantify and understand. Some of the topics include how Texas hold'em is played, the importance of position, the first two cards, the key flops, strategy before the flop, semibluffing, the free card, slowplaying, check raising, heads-up on fifth street, and how to read hands.

The 7 Worst Things Good Parents Do


John C. Friel - 1999
    The Friels examine the seven most ineffective and self-defeating behaviors that parents display again and again. Working from the ideas that even small changes can have big results, the authors give parents concrete steps they can take to end these behaviors and improve the quality of their parenting. Whether you're contemplating starting a family, have children who haven't entered school yet, are struggling with rebellious teenagers, or are empty-nesters wondering how to be better parents to your grown children, you can't afford not to read this book. With the same clarity and concrete examples that have sold over 350,000 copies of their books, the Friels offer readers forty years of combined experience as practicing psychologists, and fifty years of combined experience as blended-family parents. The material in "The 7 Worst Things Parents Can Do" has been field-tested in the authors' own household, with hundreds of their clients, and with thousands of their workshop and Clearlife Clinic participants. It will cause immediate changes in your behavior, in your child's behavior and will improve the lives you share together.