Book picks similar to
The Routledge Companion to Video Game Studies by Mark J.P. Wolf
game-studies
philosophy
video-games
routcomp
Transcending Loss
Ashley Davis Bush - 1997
. . . Transcending Loss will be a great blessing on your lifetime journey of recovery."--Harold Bloomfield, MD, psychiatrist and author of How to Survive the Loss of Love and How to Heal DepressionDeath doesn't end a relationship, it simply forges a new type of relationship--one based not on physical presence but on memory, spirit, and love.There are many wonderful books available that address acute grief and how to cope with it. But they often focus on crisis management and imply that there is an "end" to mourning, and fail to acknowledge grief's ongoing impact and how it changes through the years."This is a book about death and grief, yes, but more important, it is a book about love and hope. I have learned from my experience and interviews with courageous people about pain, struggle, resiliency, and meaning. Their stories show over time, you can learn to transcend even in spite of the pain."--from the introduction by Ashley Davis Bush, LCSW
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
The Impossible David Lynch
Todd McGowan - 2007
He studies Lynch's talent for blending the bizarre and the normal to emphasize the odd nature of normality itself. Hollywood is often criticized for distorting reality and providing escapist fantasies, but in Lynch's movies, fantasy becomes a means through which the viewer is encouraged to build a revolutionary relationship with the world.Considering the filmmaker's entire career, McGowan examines Lynch's play with fantasy and traces the political, cultural, and existential impact of his unique style. Each chapter discusses the idea of impossibility in one of Lynch's films, including the critically acclaimed Blue Velvet and The Elephant Man; the densely plotted Lost Highway and Mulholland Drive; the cult favorite Eraserhead; and the commercially unsuccessful Dune. McGowan engages with theorists from the "golden age" of film studies (Christian Metz, Laura Mulvey, and Jean-Louis Baudry) and with the thought of Sigmund Freud, Jacques Lacan, and Hegel. By using Lynch's weirdness as a point of departure, McGowan adds a new dimension to the field of auteur studies and reveals Lynch to be the source of a new and radical conception of fantasy.
World of Warcrafta Official Strategy Guide
Michael Lummis - 2004
It features maps of each city and region, with call outs for characters, quest locations and dungeons. It also includes quest data - contacts, quest type, item rewards and more.
Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks
Christopher Robichaud - 2014
A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more.Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophy Explores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience
Magic of Faith
Joseph Murphy - 2008
Here is the law: "I am that which I feel myself to be." Practice changing the feeling of "I" every day by affirming: "I am Spirit; I think, see, feel, and live as Spirit, the Presence of God.
Life is Strange: Welcome to Arcadia Bay/Welcome to Blackwell Academy
Matt Forbeck - 2018
This detailed book is a student guide to Blackwell Academy and Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Life Is Strange 2 is an upcoming episodic graphic adventure video game developed by Dontnod Entertainment and published by Square Enix. It will be the third entry of the Life Is Strange series and the second developed by Dontnod since the original. The five-episode series will begin in September 2018. Author BiographyMatt Forbeck has been a full-time creator of award-winning games and fiction since 1989. He has sixteen novels published to date, including the award-nominated Guild Wars: Ghosts of Ascalon and the critically acclaimed Amortals and Vegas Knights. His latest work includes the Magic: The Gathering comic book and the historical horror novel Carpathia. - Life Is Strange By Matt Forbeck (Hardback)
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
How to Live Dangerously: The Hazards of Helmets, the Benefits of Bacteria, and the Risks of Living Too Safe
Warwick Cairns - 2008
Yet you'd have to fly every day for the next 26,000 years to assure yourself of dying in a crash. A leisurely canoe ride is more than 100 times deadlier.
Think city streets are unsafe?
You're more likely to come to harm in your own home, where every year you stand a 1 in 650 chance of being injured by your bed, mattress, or pillows—and each year 800 Americans die in accidents involving soft furnishings.We live in a world governed by fear, where packets of peanuts "may contain nuts" and children must be ever on the alert to "stranger danger." And yet, life expectancy has never been higher. Crime rates have plunged. Even unintentional injuries are down. So if we're so safe, why are we so afraid?How to Live Dangerously is a hilarious, straight-talking look at the things that terrify us. It considers life's real risks, not to mention the often ridiculous methods we've contrived to keep ourselves "safe." It encourages you to ignore fearmongers and embrace a new kind of freedom, in which we all worry a little less—and live a whole lot more.
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
Brad King - 2003
D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.
Dragon Age: Origins: Prima Official Game Guide
Mike Searle - 2009
•Essentials: Over 300 pages packed with every quest, NPC, monster, and item across the world of Ferelden!• Classes: Complete ascension guides with level-by-level tips on how to maximize a warrior, mage, or rogue class!• Maps: Over 100 jam-packed maps displaying every critical piece of information! • Walkthrough: Detailed walkthroughs to master all quests, puzzles, and pivotal story choices!• Equipment: Full equipment lists to gear out your PCs!• Bestiary: Comprehensive bestiary with everything from arcane horrors to werewolves!• Combat: Expert tactics to conquer the intricacies of combat!
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.
The Body Language Handbook: How to Read Everyone's Hidden Thoughts and Intentions
Gregory Hartley - 2010
By going step-by-step from the holistic to the detailed, you'll quickly discover when body language indicates something significant, and when an itch is just an itch. You'll learn how to: -- Identify the basic mechanics of human communication. -- Observe what is culturally normal…and when ""abnormal" matters. -- Read changes in body language. -- Avoid misunderstandings. -- Project the right message. -- Protect yourself from manipulation. The Body Language Handbook will not only teach you how to read the body language of others, it will also make sure you send the signals you want to send. Increase your power of communication at the office, in a courtroom or classroom, at home, and in any social setting, even the poker table!
Achtung Schweinehund!: A Boy's Own Story of Imaginary Combat
Harry Pearson - 2007
Not real conflict but war as it has filtered down to generations of boys and men through toys, comics, games, and movies. Harry Pearson belongs to the great battalion of men who grew up playing with toy soldiers—refighting World War II—and then stopped growing up. Inspired by the photos of the gallant pilot uncles that decorated the wall above his father's model-making table, by toys such as Action Man (according to Pearson—not a doll) and board games such as Escape from Colditz, dressed in Clarks' commando shoes and with the Airfix Army in support, he battled in the fields and on the beaches, in his head and on the living room floor, and across his bedroom ceiling. And 30 years later he still is. This hilariously self-deprecating memoir is a celebration of those glory days, a boy's own story of the urge to play, to conquer, and to adopt very bad German accents, shouting "Donner und Blitzen!" at every opportunity. This is a tale of obsession, glue, and plastic kits. It is the story of one boy's imaginary war and where it led him.
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.