Book picks similar to
Role-Playing Game Studies: A Transmedia Approach by Sebastian Deterding
game-design
rpg
dissertation
role-playing-games
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
Warhammer 40,000
Games Workshop - 2017
No forgiveness. No respite. There is only war.The Dark Millenium takes a horrific toll upon Mankind's realm, for the galaxy is beset by the flames of war. In this nightmare future, Humanity faces utter damnation. The galaxy has split along its length, torn by apocalyptic acts of violence to disgorge the horrors of the warp. Every one of the Imperium's million worlds is beset by Chaos incarnate. Scenting blood, warmongering alien races descend to conquer even as the enemy within rises up, utter disaster stayed only by the daily sacrifice of untold billions. Only the armies of the Immortal Emperor stand between Humanity and midnight-black oblivion. Foremost amongst them are the Space Marines of the Adeptus Astartes, dauntless champions forged anew as the ultimate protectors of Mankind.You can enter this universe of horrors, today, if you dare. But remember this is a a more terrible era than ever before, and there is no peace amongst the stars...The Games Workshop hobby allows you to collect, build, paint and play within worlds of boundless creativity and imagination. Warhammer 40,000 is a tabletop game for two or more players, where you control an army of Citadel Miniatures representing the Imperium of Man or one of its many enemies. As well as telling the story of the Dark Millenium, this books provides all the rules you need to fight a variety of battles in this dystopian setting, and has essential information about collecting, painting and gaming with Citadel Miniatures.(publisher's description)
The WoW Diary: A Journal of Computer Game Development
John Staats - 2018
It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.
Complete Kobold Guide to Game Design
Wolfgang Baur - 2012
The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory
The Werewolf Player's Guide
Justin AchilliEthan Skemp - 1998
Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.
Urinalysis and Body Fluids
Susan King Strasinger - 1985
In this reference, case studies and clinical situations analyze and explore the clinical significance of non-blood body fluids and are designed to aid students in developing the skills of problem solving and critical thinking that are essential in a clinical laboratory.
The Dream Shall Never Die: 100 Days that Changed Scotland Forever
Alex Salmond - 2015
In September 2014, he came close to realising that dream.In a riveting daily diary, written with his trademark wit and charm, Salmond takes us into the heart of the YES campaign, revealing what was said and done behind the scenes as the referendum reached its dramatic climax.He explains how the YES campaign energised the entire Scottish nation and rewrote the rulebook for grassroots political campaigning, not just in the UK but throughout the world.He also looks ahead to the critical role of the ‘national question’ in the future of British politics, making clear that the referendum was not the end of a process, but the beginning of one. The dream of Scottish independence is very much alive.
A History of Video Games
Jeremy Parish - 2020
On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.
Amazon Echo: The 2016 User Guide And Manual: Get The Best Out Of Amazon Echo
Martin Butler - 2015
Updated just in time for 2016, this guide is the freshest on the market. Amazon Echo is not just a piece of hardware, it is not just the cylindrical product it appears to be. It is a revolutionary facilitator of your dream lifestyle, and the great news is that it just keeps on improving with every update! Amazon Echo takes the Intelligent Personal Assistant market from binary to human. The times of receiving unconvincing, often unhelpful and completely robotic responses from our devices is over and Echo is here to lead the way. Aside from covering the basics in detail, from unpacking to set-up to synchronization with your home devices, this user guide will cover the full range of features on offer with your Amazon Echo.
Changing your wake word
Understanding and using your Dialog History
Controlling parts of your home with your voice
How to use the Amazon Echo app
How to get Echo to give you information, from live sports scores to the weather in Dubai!
How to stream music through Echo's impressive speakers
How to shop with your voice
Why you will never need an alarm clock again
How to handle the Kitchen with Echo's help
Travel and traffic information specific to your journey or commute
How to manage your shopping and to-do list
How to enjoy Audibles wide range of audio books with your Amazon Echo
Getting the latest news
Some funny little Easter eggs that are built into the device!
And plenty more!
Amazon Echo is changing people's lives all over the world and this guide will help you change your own. If you are deciding whether to purchase the device, have a read through my guide and I'm certain by the time you are finished, there will be only one option in your mind! This book is available through Kindle Unlimited.
One Track Mind: What Running 150 Miles in a Day Can Teach You About Life
Michael Stocks - 2021
Taboo Secrets of Pregnancy
Michelle Smith - 2010
Join this pregnant mom of two as she journeys yet again through the rough and tumble life of a pregger. Boldly proclaiming taboo truths on those touchy subjects that books gloss over and doctors 'forget' to mention.
VAN WARS: The real story of the Glasgow Ice Cream Wars
Teddy Rennoc - 2019
In Glasgow, in the 1980s neither the Police nor the Public could understand why grown men were fighting over the rights to sell ice cream, the violence was extreme, and the streets of the housing estates were turned into war zones. Crowds of youths gathered on the street corners, while adults hung from their flat windows watching real-life scenes far more exciting than anything they could see on TV the smashing of Ice cream vans and cars, slashings and stabbings of rival Ice cream men were a nightly occurrence. And the reason behind the violence was that you could earn more money selling Ice cream than you could from selling drugs. The lack of shops in the vast run-down housing estates with thousands of families who had money to spend was a captured market providing an excellent living for the Italian families who controlled the Ice cream trade in Glasgow. Tam McGraw was building a reputation as an up and coming gangster who led a team that specialised in post office, factory, and cash and carry raids throughout Scotland. Tam McGraw realised that he could earn a lot more money a much easier way than robbing post offices, he could sell Ice cream. But first Tam had to test the strength of the Italians and the reaction of the police. McGraw went for the jugular right from the start. He knew Marchetti would not give in easily, and they would try to defend their territory. So he started with Carntyne one of Marchetti's most lucrative routes. Marchetti Brothers were about to suffer brutality and destruction of a kind they could never have imagined in their wildest nightmares. McGraw planned to be the Ice Cream King of Scotland, and Carntyne is where he would lay the foundations of his throne. Nothing or no one would stand in his way. This is the real story of the Glasgow Ice Cream Van Wars. The shocking violence mixed with a decent portion of Glaswegian humour will keep you turning the pages until the end. Written in a broad Glaswegian dialect with a lot of swearing, the author writes as he speaks. This book might not be suitable for those who prefer perfect grammar and proper English. But if you can see past that then I am sure you will find it an enjoyable read. Teddy Rennoc.
Coleman's Laws: The Twelve Medical Truths You Must Know To Survive
Vernon Coleman - 2014
Here's how Dr Coleman describes this book: `However good your doctor is, and however much you may trust him or her, you must share the responsibility for your own health, and you must know when to tell your doctor if you think that the treatment with which he or she is providing you, could be causing problems. After all, if things go wrong, your nice friendly doctor is more likely to kill you than is a burglar a deranged relative or a drunken motorist. Remember: one in six people in hospital are there because they have been made ill by a doctor. I have built this book around ther twelve basic laws of medicine which I have, over the years, formulated for my own benefit as a doctor, an observer and a patient. I have illustrated each of the 12 laws with clinical anecdotes and scientific data.' Here, for example, is Coleman's First Law of Medicine: `If you are receiving treatment for an existing disease and you develop new symptoms then, until proved otherwise, you should assume that the new symptoms are caused by the treatment you are receiving.' Dr Vernon Coleman is the author of over 100 books - many of them international bestsellers. His books have sold over two million copies in hardback and paperback in the UK alone and have been translated into 25 languages. Dr Coleman has written columns and articles for many of the world's leading newspapers and magazines and has presented numerous TV and radio programmes based on his books. In the mid 1980s he devised the world's first medical software for use on home computers. For more information about Dr Coleman's books please see the Vernon Coleman page on Amazon or visit www.vernoncoleman.com What the papers say: Vernon Coleman writes brilliant books - Good Book Guide The calmest voice of reason - The Observer A godsend - Daily Telegraph Brilliant - The People No thinking person can ignore him - The Ecologist Marvellously succinct, refreshingly sensible - The Spectator Probably one of the most brilliant men alive today - Irish Times King of the media docs - The Independent Britain's leading health care campaigner - The Sun Britain's leading medical author - The Star Perhaps the best known health writer for the general public in the world today - The Therapist The patient's champion - Birmingham Post A persuasive writer whose arguments, based on research and experience, are sound - Nursing Standard The doctor who dares to speak his mind - Oxford Mail He writes lucidly and wittily - Good Housekeeping The man is a national treasure - What doctors don't tell you Compulsive reading - The Guardian His message is important - The Economist Revered guru of medicine - Nursing Times His advice is optimistic and enthusiastic - British Medical Journal It's impossible not to be impressed - Western Daily Press Outspoken and alert - Sunday Express Hard hitting - inimitably forthright - Hull Daily Mail Refreshingly forthright - Liverpool Daily Post Dr Coleman made me think again - BBC World Service