Book picks similar to
Transgression in Games and Play (The MIT Press) by Kristine JørgensenHanna Wirman
art
game-studies
games
gaming
The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories
Bethesda Softworks - 2015
Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.
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).
Invasion of the Space Invaders
Martin Amis - 1982
Delving into the electric atmosphere of the arcades where he misspent his youth, he asks: Why did Space Invaders invade our hearts and minds? How much time, loose change and sex appeal did they cost us? And most importantly, which secret cheats and tactics must we master to reach the next level?Part cautionary tale, part celebration of a lifelong addiction, this is an essential manual for many a self-confessed cyber geek, computer nerd and joystick junkie.
GURPS Cyperpunk: High-Tech Low-Life Roleplaying
Lloyd Blankenship - 1990
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.
Dragon Age: Blue Wraith #1
Christina Weir - 2020
Find out what Fenris has been up to since the incident in Kirkwall. Brought to you by the team behind both Dragon Age: Knight Errant and Dragon Age: Deception.
Dice: Deception, Fate & Rotten Luck
Ricky Jay - 2002
It also features the tale of Scandinavian kings of the Middle Ages who diced for islands.
Harry Anderson's Games You Can't Lose: A Guide for Suckers
Harry Anderson - 1989
Now, Harry shares many of his hilarious insider tips.
Play Unsafe
Graham Walmsley - 2007
We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.
Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!
Marc Prensky - 2006
He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
Swear Word Coloring Book: The Jungle Adult Coloring Book featured with Sweary Words & Animals
Rainbow Coloring - 2016
Spy School Top Secret Collection: Spy School; Spy Camp; Evil Spy School; Spy Ski School; Spy School Secret Service
Stuart Gibbs - 2018
But as soon as he gets on campus, Ben finds out that Spy School is way more deadly than debonair. And given his total lack of coordination and failure to grasp even the most basic spying skills, Ben begins to wonder what he’s doing here in the first place.Luckily, through a series of hilarious misadventures, Ben realizes he could actually become a halfway decent spy…if he can survive all the attempts being made on his life!Ideal for newcomers to the series and loyal fans alike, this collection includes paperback editions of Spy School, Spy Camp, Evil Spy School, Spy Ski School, and Spy School Secret Service.
Vornheim
Zak S. - 2011
Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.
Eurogames: The Design, Culture and Play of Modern European Board Games
Stewart Woods - 2012
Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Ninja: Get Good: My Ultimate Guide to Gaming
Tyler "Ninja" Blevins - 2019
“Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—TimePacked with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. Here's how to:• Build a gaming PC• Practice with purpose• Develop strategy• Improve your game sense• Pull together the right team• Stream with skill• Form a community online• And much moreVideo games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. Praise for Ninja: Get Good“If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times“It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
Slayer 66 2/3: The Jeff & Dave Years. A Metal Band Biography.
D.X. FerrisEster Segarra - 2013
This full-length, exhaustively researched account of the thrash kings' career recaps and reevaluates the years guitar hero Jeff Hanneman and drum legend Dave Lombardo were in the group. Over the course of 59 chapters, 400 footnotes and three appendices, it profiles the members and presents dramatic scenes from 32 years in the Abyss: A fresh look at the group's early days. Reign in Blood tours. A European invasion. The Palladium riot. The seat cushion chaos concert. Newly unearthed details from Lombardo's turbulent history with the band. Historical artwork and photos never seen in public before. The entire diabolical discography. Hanneman’s hard times. The Big Four’s big year. Lombardo’s final exit. The top 11 Hanneman tributes. The mosh memorial service. Untold stories. Updates. And relevant digressions, including a contrasting look at other contemporaries and cutting-edge extreme bands. Over decades, Slayer experience triumph and loss, but never defeat, whether it's at the hands of rivals, peers, America's most infamous church, or the United States government itself. In addition to extensive archival material, this book features original content from the band, key affiliates, and firsthand witnesses, including Metal Blade CEO Brian Slagel, former tour manager Doug Goodman, engineer Bill Metoyer, former Metal Blade exec William "DJ Will" Howell, and cover artist Albert Cuellar (who went on to work with Tim Burton, Sublime, and Sir Mix-A-Lot). It also includes Jeff Hanneman's original diagram for the Live Undead picture disc (spoiler: it's a stick-figure sketch). Slayer fans will never see — or hear — the thrash metal champions the same way. 33 photos and 11 illustrations include lost artwork by Hell Awaits artist Albert Cuellar and stunning exclusive pictures by Harald Oimoen (of Murder in the Front Row renown). Written by D.X. Ferris, an Ohio Society of Professional Journalists Reporter of the Year and author of "Slayer's Reign in Blood," which is book no. 57 in Bloomsbury Academic's prestigious 33 1/3 series. The bargain-priced e-book edition features extensive interactive content, and can be read on any smart phone, tablet, computer, or portable communications device (with free Kindle software).