Book picks similar to
Role-Playing Game Studies: A Transmedia Approach by Sebastian Deterding
game-design
game-studies
dissertation
ludology
All That Is Made: A Guide to Faith and the Creative Life
Alabaster Co. - 2019
Humans are creative; it is a quality embedded in the fabric of our being, and a reality that reflects our existence as being made in the image of God.This book is a compilation of our e-books Liturgy for Creatives and On Becoming Creative, and new reflections—encompassing Alabaster's lived experience as a creative company for the past two years. It is a first step, the beginning of a conversation that allows readers to engage their faith and creativity against the larger backdrop of the God who has made all that is made.
Fat Envelope Frenzy: One Year, Five Promising Students, and the Pursuit of the Ivy League Prize
Joie Jager-hyman - 2008
Jager-Hyman also offers a startlingly frank appraisal of the college admission process and the important roles race and class continue to play in a student's efforts to attend the best school possible.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
The Teacher's Toolkit
Paul Ginnis - 2001
Drawing on neuroscience, psychology and sociology The Teacher's Toolkit provides an overview of recent thinking innovations in teaching and presents over fifty learning techniques for all subjects and age groups, with dozens of practical ideas for managing group work, tackling behavioural issues and promoting personal responsibility. It also presents tools for checking your teaching skills - from lesson planning to performance management.
Natural Theology: Comprising Nature & Grace by Professor Dr Emil Brunner & the Reply No! by Dr Karl Barth
Karl Barth - 2002
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A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
India Positive Citizen: Building a Great Nation, One India Positive Action at a Time.
Savitha Rao - 2020
A book that offers highly actionable ideas on how every Indian - from a child to a senior citizen can participate in nation building. Gender, age, education, socio economic status does not matter. You don't even have to be within the geographic borders of India. You can be anywhere on the planet and contribute towards making a positive difference in India.From food to environment to water to Swachh Bharat and many more aspects where we can make a positive difference to the country as we go about our daily lives.Stories of unsung heroes from across India will leave you enormously inspired. Citizens have shared their action ideas. The youngest contributor is 7.5 years. The oldest is 104 years.The author invites you to read, reflect and write your ideas and bring them to life with your actions. Inspire India with your actions. Get inspired by the actions of fellow citizens. Join the journey to be an #IndiaPositiveCitizen
A Multitude of Sins: Golden Brown, The Stranglers and Strange Little Girls: The Autobiography
Hugh Cornwell - 2004
The book also covers the heady days of early punk in London, described by someone who was at its epicenter, right there with the Sex Pistols, the Clash, and the Damned. The life and times of one of the most notorious and gifted rock groups of the 1970s and 1980s, are described in detail, including the drug busts, fights, prison terms and—in one case—the tying up of journalists. Throughout this time Hugh encountered a host of other extraordinary people—Malcolm McClaren, Joe Strummer, Kate Bush, and Debbie Harry, to name a few, and he recounts the outrageous times he lived through with them, as well as providing an inside take on the other members of The Stranglers.
Hamlet's Hit Points
Robin D. Laws - 2010
You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.
Caetana Says No: Women's Stories from a Brazilian Slave Society
Sandra Lauderdale Graham - 2002
The slave woman struggled to avoid an unwanted husband and the woman of privilege assumed a patriarch's role to endow a family of her former slaves with the means for a free life. Sandra Lauderdale Graham casts new light on larger meanings of slave and free, female and male, through these compact histories.
Excel 2007 for Dummies
Greg Harvey - 2006
Completely rewritten to reflect the major changes Microsoft has made to Office, this reference includes information on creating and editing worksheets, formatting cells, entering formulas, creating and editing charts, inserting graphs, designing database forms, adding database records, using seek-and-find options, adding hyperlinks to worksheets, and more.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!