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Bobby Fischer Teaches Chess
Bobby Fischer - 1966
The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.
Fun Inc.: Why games are the 21st Century's most serious business
Tom Chatfield - 2010
Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.
Fable III Signature Series Guide
Doug Walsh - 2010
A highly acclaimed action strategy RPG, the guide covers the best tips for completing each quest along with information on multiple outcomes and how they will affect your hero. Learn what can befall your hero with each promise you make and discover what happens if you keep it. Also includes area information, illustrated maps and a real estate guide with prices, rents and repairs plus much more.
Good Luck Have Fun: The Rise of eSports
Roland Li - 2016
A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports events have sold out Los Angeles’s Staples Center, Seoul’s World Cup Stadium, and Seattle’s KeyArena. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun, author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues.Follow Alexander Garfield as he builds Evil Geniuses, a modest gaming group, in his college dorm into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world’s most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports’ dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. These are the stories of the rise of an industry and culture that challenge what we know about sports, games, and competition.
Photographing the World Around You: A Visual Design Workshop
Freeman Patterson - 1994
PHOTOGRAPHING THE WORLD AROUND YOU, is about learning to see and about using your camera to record and interpret what you see where ever you are.
1001 Ridiculous Ways To Die
David Southwell - 2008
A huge collection of incredible cautionary tales about the undignified ways you can kick the bucket - and they're all true! .the mechanic who blew himself up while trying to open a rocket-propelled grenade with a sledgehammer .A woman felled by a fatal flying lettuce .the octogenarian who caught a shopping trolley to a permanent vacation .the convicted murderer who electrocuted himself on the toilet as he repaired a tV these are all true reports which reveal the silliest ways you can bite the big one. Death may seem like a serious business, but this is a seriously funny book.
No Safe Place
Bill G. Cox - 2000
The shocking true story of a marriage that spiraled into the most forbidden acts a man and woman could commit, and of a husband who began a campaign of intimidation against his wife that ended in murder.
How We Crossed the West: The Adventures of Lewis and Clark
Rosalyn Schanzer - 1997
Carefully chosen text from Lewis and Cark's actual journals opens a fascinating window into this country's exciting history.
Gridlock: Crossword Puzzles and the Mad Geniuses Who Create Them
Matt Gaffney - 2006
Tens of millions of Americans solve crossword puzzles regularly, but few know a thing about their genesis. Who writes crosswords, how--and for God's sake, why? Matt Gaffney is one of two dozen people who earns a living as a cruciverbalist. In Gridlock he provides an insider's look at the people who put that puzzle in your paper every day. With verve and gusto, Gaffney traces his own starving-artist struggle to find paying puzzle gigs, including marketing hip crosswords to the Gen-X market. He then moves on to topics like the effect of computers on crossword writing, including a man versus machine battle he stages to see who writes better crosswords; the ever-evolving crossword puzzle book market, where a top-selling series now has books shaped like a toilet seat; and a trip to the American Crossword Puzzle Tournament, where the "Cru" (collective slang noun meaning "the crossword puzzle writing community") hangs out in person once a year. Gridlock also features an interview with crossword rock star Will Shortz.
Not the Life It Seems: The True Lives of My Chemical Romance
Tom Bryant - 2014
Inspirational, original, and stunningly creative, they forged an extraordinary connection with their fans. Not the Life It Seems: The True Lives of My Chemical Romance is their definitive biography. Author Tom Bryant has been given unparalleled access to the band over the years, and now he draws on interviews with Gerard Way, his brother Mikey, Ray Toro, and Frank Iero, as well as friends and associates, to bring their stories to life. In this unauthorized biography, he takes us behind the scenes from their very first show in front of thirty kids in New Jersey-the Ways downing beer to calm their nerves-to international arena-storming superstardom. He sheds light on the personal demons the bandmates battled and the haunted recording sessions that resulted in the brilliance of The Black Parade. He also explores the genesis of their music, the constant reinvention that culminated in the visual splendor of Danger Days: The True Lives of the Fabulous Killjoys, and the strains that led to their split in 2013. Insightful and revealing, Not the Life It Seems presents one of the most adored rock bands of this century, their story an epic saga of self-belief and the pursuit of dreams.
Hey! Listen!: A journey through the golden era of video games
Steve McNeil - 2019
He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!
Before the Lights Go Out: A Season Inside a Game on the Brink
Sean Fitz-Gerald - 2019
It's become more expensive, more exclusive, and effectively off-limits to huge swaths of the potential sports-loving population. Youth registration numbers are stagnant; efforts to appeal to new Canadians are often grim at best; the game, increasingly, does not resemble the country of which it's for so long been an integral part. These signs worried Sean Fitz-Gerald. As a lifelong hockey fan and father of a young mixed-race son falling headlong in love with the game, he wanted to get to the roots of these issues. His entry point: a season with the Peterborough Petes, a storied OHL team far from its former glory in a once-emblematic Canadian city that is finding itself on the wrong side of the country's changing demographics. Fitz-Gerald profiles the players, coaches and front office staff, a mix of world-class talents with NHL aspirations and Peterborough natives happy with more modest dreams. Through their experiences, their widely varied motivations and expectations, we get a rich, colourful understanding of who ends up playing hockey in Canada and why. Fitz-Gerald interweaves the action of the season with portraits of public figures who've shaped and been shaped by the game: authors who captured its spirit, politicians who exploited it, and broadcasters who try to embody and sell it. He finds his way into community meetings full of angry season ticket holders, as well as into sterile boardrooms full of the sport's institutional brain trust, unable to break away from the inertia of tradition and hopelessly at war with itself. Before the Lights Go Out is a moving, funny, yet unsettling picture of a sport at a crossroads. Fitz-Gerald's warm but rigorous journalistic approach reads, in the end, like a letter to a troubled friend: it's not too late to save hockey in this country, but who has the will to do it?
The Unofficial Guide to Walt Disney World 2015
Bob Sehlinger - 2014
The Unofficial Guide to Walt Disney World explains how Disney World works and how to use that knowledge to make every minute and every dollar of your vacation count. With advice that is direct, prescriptive, and detailed, it takes the guesswork out of travel by unambiguously rating and ranking everything from hotels, restaurants, and attractions to rental car companies. With an Unofficial Guide in hand, and authors Bob Sehlinger and Len Testa as guides, find out what’s available in every category, from best to worst, and use step-by-step detailed plans to help make the most of time at Walt Disney World.
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
Lost in a Good Game: Why We Play Video Games and What They Can Do for Us
Pete Etchells - 2019
Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.