The Ticket: Full Disclosure: The Completely True Story of the Marconi-winning Little Ticket, A.k.a., the Station That Got Your Mom to Say 'Stay Hard'


Scott Boyter - 2009
    From the boys at the back of the bus to one of the most imitated sports talk radio stations on the air today, get the full story as told by the guys you tune in to hear on 1310 AM every day.On the occasion of The Ticket’s 15th anniversary, Ticketheads finally have a book revealing all the history and behind-the-scenes hijinks of the Marconi-winning radio station. The ultimate bathroom book for every good, strong P1, this is the true, unvarnished Ticket story of how Mike Rhyner and the gang evolved from press-box yuk monkeys to forming the core of one of the nation’s most popular radio stations.

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.

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Final Fantasy X-2 Official Strategy Guide


Dan Birlew - 2003
    The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

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.

Inside The Male Mind: Understand What He’s Thinking, What He Wants You To Know & How To Be The Woman He’ll Never Want To Lose (Relationship and Dating Advice for Women Book 1)


Alex Altman - 2015
    In Understanding Men, that's exactly what you'll get: Learn The Secret Psychological Loophole In The Male Mind • The Key Differences Between Mature & Immature Men • How To Spot A Good Guy Worth Keeping • Understanding The Man That Wants To Capture Your Heart • Why Men Need Distance & How To Not Push Him Away • The 5 Questions To Find Out How Well A Man Handles Relationships • The Biggest Reason Men Run Away • 7 Keys To Sharing Your Needs & Wants Without Turning Him Off • Two Types of Male Commitments Discover How To Make Him Crave You & Keep His Attention • Why Men Cheat & How You Can Prevent It • The 7 Ways Women Make Men Lose Interest Slowly • The 6 Ways To Communicate Your Feelings & Bring Him Closer To You • Using The Power Of The Pussy To Communicate In The “Male Language” How To Get The Guy & Show Him You’re The One • The Top Four Ways To Show Your Interest In Him & Keep Him Interested • Learn Who’s In Charge Of The Relationship • What To Say & Do That Makes A Man Want To Commit • Do You Say These Things?… It Scares Men Away Don’t hesitate to pick up your copy today by clicking the BUY NOW button at the top of this page! P.S. Don't let this FREE relationship advice for women book go unless you never want to learn how to attract men by understanding how they think! These are the secrets about what men want women to know.

Planet Earth Strangest Places: Fun Facts and Pictures for Kids


Speedy Publishing - 2015
    This will let children know that there is a world out there they do not even know about. This will also make children wonder what goes on in these strange places. Some children will even develop the goal to visit some of these places when they get older. Most children do not know that there are strange places all over the earth.

Witchcraft: Witchcraft for Beginners: A Guide to Bringing Real Witchcraft Spells and Witchcraft Rituals into your Daily Life (Witchcraft Magick and Spells ... Books- Wicca - Witchcraft Spells -)


Edith Yates - 2015
     In ancient history witchcraft was termed as the "craft of the wise" since the practitioners who followed this path were in perfect harmony with the forces of nature and in this book you will find out what real witchcraft is and also more importantly how you can start on the path of incorporating this craft into your life so you can live a fulfilling life Before the name of Witchcraft was tarnished by the religions of the time magic practitioners of all walks of life were extremely revered from different regions of the world and were the seers,healers, wise ones, rainmakers, medicine men and women and they practiced magic in one way or the other, may you follow the craft as well Here is a preview of what you will learn What real Witchcraft is and the many misconceptions people have Explain White Magic and Black Magic and the dangers and benefits of both Different styles of common Witchcraft and what they entail How to become a witch and tools and tips to get you started on your path Learn different spells for beginners witchcraft supplies Conclusion and encouragement Tags witchcraft, witchcraft supplies, witchcraft spell books, witchcraft books

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Elder Scrolls IV: Oblivion: Official Game Guide


Bethesda Softworks - 2006
    * Specific chapters on how to create your character and maximize your abilities and skills. * Over 300 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. * Walkthroughs for every quest in the game, including the main quest, all faction quests, as well as miscellaneous and freeform quests. * Sections on various gameplay systems including stealth, combat, magic, enchanting, alchemy, and more. * Detailed bestiary chapter to help you best deal with the denizens of Tamriel and Oblivion.

Eurogames: The Design, Culture and Play of Modern European Board Games


Stewart Woods - 2012
    Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft


Bonnie Nardi - 2010
    My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."—Julian Dibbell, Wired"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures.  Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars.  . . . the best ethnography of a single virtual world produced so far.”—Lisa Nakamura, University of IllinoisWorld of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.Cover art by Jessica Damsky

The Dead Below: The Haunting of Denver Botanic Gardens


Richard Estep - 2019
     Built on top of the old city cemetery, Denver Botanic Gardens sits upon thousands of unrecovered human remains. Small wonder, then, that visitors and staff alike have reported all manner of ghostly activity, ranging from disembodied voices, cold spots, and phantom footsteps, to shadow figures and full-bodied apparitions. Are the spirits of the restless dead making their presence known to the living? Join paranormal investigator Richard Estep, of TV's 'Haunted Case Files,' 'Haunted Hospitals,' and 'Paranormal 911,' as he and a small team of dedicated researchers are locked down inside Denver Botanic Gardens in an attempt to uncover the truth for themselves.