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!

Synthetic Worlds: The Business and Culture of Online Games


Edward Castronova - 2005
    People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

God In My Head: The true story of an ex-Christian who accidentally met God


Joshua Steven Grisetti - 2016
    During the supernatural encounter, God explained the meaning of life, revealed the mysterious truths behind the writings of the Bible, unveiled the secrets of the afterlife and, most importantly, dramatically altered the spiritual course of one young man's life. This odd, irreverent spiritual memoir chronicles Josh's journey with blunt comic undertones, undercutting the lofty gravitas typically associated with the "heaven tourism" genre (including best-sellers like Heaven is for Real, To Heaven and Back and Proof of Heaven). While making no claims regarding "proof" of God, heaven or any particular theological truth, this true story is an entertaining and thought-provoking journey into the psychology of religion and the existence of God.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Unit Operations: An Approach to Videogame Criticism


Ian Bogost - 2006
    Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium--from videogames to poetry, literature, cinema, or art--can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

Serenity Role Playing Game


Jamie Chambers - 2005
    The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!

Lucky Beach (Escape to Maui Book 2)


JoAnn Bassett - 2016
    She’s smart, pretty, and single. Oh, and a year ago she won forty-five million dollars in a magazine sweepstakes. But, as luck would have it, hitting the jackpot triggered an avalanche of misery. Her former boss claims the money is his and he’s spent the past year dragging Monica to court and feeding lurid stories to the tabloid press. Former friends and newly-discovered “family members” pester her day and night demanding cash for their illnesses, their business schemes, or for just being “kin.” Sick of hassling over her newfound riches, Monica abruptly moves to Maui, Hawaii. She’s looking for a new start, a blank slate. Soon after arriving she’s accosted at a Honokowai grocery store by a brawny, and wickedly handsome, local guy who hits her up for a donation to the Maui Food Bank. Will it never end? She meets Derek Chambers, a good-looking single guy in her classy Kapalua neighborhood whose wealth far surpasses her own. Finally, a guy who “gets” her. But who is he, really? And how much will it cost her to find out? Her fortune, her self-esteem—maybe even her life?

Lion and the Thunderstorm


Dr. M.C. - 2016
    Foxes had no problem finding perfect place to hide since they burrowed their way between two thick bushes under a large tree.Your child will be entertained for hours!You will be pleased as punch and not at all crabby when you buy this book to read to your little ones. This story is sure to be one that is requested night after night and will surely become part of your baby bedtime ritual.WHAT A GREAT DEAL!=> FUN SHORT STORY=> GAMES & ACTIVITIES=> A COLORING BOOK INSIDE LINK=> FREE GIFT!!Fun for the entire family!Kids and children can practice their reading skills or have a parent read it aloud. This special story includes lessons and morals about about caring and love.What's include inside :SPECIAL BONUSMAZE PUZZLESMAZEPUZZLES ANSWERWORD SEARCHWORD SEARCH ANSWERFUN GAMESKID’S JOKESNEXT STEPSABOUT THE AUTHOR4 FREE CHILDREN’S BOOKSand so much more!This book is especially great for traveling, waiting rooms, and read aloud at home with friens and family. Also can use as a bedtime story.Excellent for beginning and early readers Short story with pictures that are great for a quick bedtime story Includes “Just For Fun” activities Perfect for a bedtime story for kids Fun games and puzzles included Big and cute illustrations for early and younger readersFREE coloring book downloads included!!

The Atlas of the Dragonlance World


Karen Wynn Fonstad - 1987
    Karen Wynn Fonstad, author of The Atlas of Middle-Earth, The Atlas of Pern, and The Atlas of the Land, draws you into the lives and places of the DRAGONLANCE Saga as never before.

The Art of Halo


Eric Trautmann - 2004
    This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!

Mrs Wobble the Waitress


Allan Ahlberg - 1980
    She wobbles so much that she drops a chicken on a lady's pretty hat, then she drops a jelly on her boss and gets the sack. She fears her wobble will stop her working ever again - but Mr Wobble has a plan.

Lost Vegas: The Redneck Riviera, Existentialist Conversations with Strippers, and the World Series of Poker


Paul McGuire - 2010
    Las Vegas lures you to shed moral responsibility and piss away your money on indulgences like decadent food, entertainment, gambling, and sex. If you don't enjoy these pastimes, then what's the point of visiting the land of compromised values? Where else can you get a cheap steak, crash a Mexican wedding, get cold-decked in blackjack by a dealer named Dong, play video poker for thirteen straight hours, drink pina coladas out of a plastic coconut, bum a cigarette from an 85-year-old woman with an oxygen tank, speed away to the Spearmint Rhino in a free limo, get rubbed by a former Miss Teen USA, puke in the back of a cab driven by a retired Navy SEAL, snort cheap cocaine in the bathroom at O'Sheas, and then catch a lucky card on the river to crack pocket aces and win a poker tournament? Only in Las Vegas.

Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy


James Paul Gee - 2007
    These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.