Dump Cake Recipes - Desserts So Easy Even Kids Can Make Them (Hillbilly Housewife Cookbooks)


Hillbilly Housewife - 2013
    Sometimes the recipe will require you to mix the ingredients, but usually you don’t want to mix them. Young or old, dump cakes are a favorite dessert to make.

All Aboard: The Complete North American Train Travel Guide


Jim Loomis - 1995
    Written both for veteran train travelers and those considering their first rail journey, it will make any trip smoother and more enjoyable with its insightful travel trips and information about how railroads operate. With trains attracting new riders in record numbers because of the economy, the price of gasoline, and the delays and crowding that are now the norm when traveling by air, the time is perfect for a new edition of All Aboard. Here you can learn how and why the first railroads came about, the building of America's trans-continental railroad, and how individual trains are operated. The author also offers advice that can only come from a veteran traveler: booking trips, finding the lowest fares, avoiding pitfalls, packing for an overnight trip, what to do on board, whom to tip and how much. All Aboard is the ultimate guide to American train travel and its unique history and culture.

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

Gamification by Design


Gabe Zichermann - 2011
    This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups

Women and Sabarimala : The Science behind Restrictions


Sinu Joseph - 2019
    Women and Sabarimala is a rare book and is written from a woman’s perspective, explaining the nature of the temple through India’s traditional knowledge systems, such as Ayurveda, Chakras, Tantra and Agama Shastra. At the same time, the author’s personal experiences simplify the understanding of these deep sciences, providing a glimpse into how temples impact the human physiology and, in particular, women’s menstrual cycles. This book will change the way Hindu temples, especially Sabarimala, are perceived and experienced.

This Sex Which is Not One


Luce Irigaray - 1977
    In eleven acute and widely ranging essays, Irigaray reconsiders the question of female sexuality in a variety of contexts that are relevant to current discussion of feminist theory and practice. Among the topics she treats are the implications of the thought of Freud and Lacan for understanding womanhood and articulating feminine discourse; classic views on the significance of the difference between male and female sex organs; and the experience of erotic pleasure in men and women. She also takes up explicitly the question of economic exploitation of women; in an astute reading of Marx she shows that the subjection of woman has been institutionalized by her reduction to an object of economic exchange. Throughout Irigaray seeks to dispute and displace male-centered structures of language and thought through a challenging writing practice that takes a first step toward a woman's discourse, a discourse that would put an end to Western culture's enduring phallocentrism. Makin more direct and accessible the subversive challenge of Speculum of the Other Woman, this volume--skillfully translated by Catherine Porter with Carolyn Burke--will be essential reading for anyone seriously concerned with contemporary feminist issues.

The Art of Dead Space


Martin Robinson - 2013
    Includes art from Dead Space, Dead Space: Extraction, Dead Space: Ignition, and Dead Space 2.

Subculture: The Meaning of Style


Dick Hebdige - 1979
    Hebdige [...] is concerned with the UK's postwar, music-centred, white working-class subcultures, from teddy boys to mods and rockers to skinheads and punks.' - Rolling StoneWith enviable precision and wit Hebdige has addressed himself to a complex topic - the meanings behind the fashionable exteriors of working-class youth subcultures - approaching them with a sophisticated theoretical apparatus that combines semiotics, the sociology of devience and Marxism and come up with a very stimulating short book - Time OutThis book is an attempt to subject the various youth-protest movements of Britain in the last 15 years to the sort of Marxist, structuralist, semiotic analytical techniques propagated by, above all, Roland Barthes. The book is recommended whole-heartedly to anyone who would like fresh ideas about some of the most stimulating music of the rock era - The New York Times

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Guinness World Records Gamer's Edition 2008


Guinness World Records - 2008
    Guinness World Records Gamer's Edition features record-breaking computer- and video-game accomplishments from around the world, including high scores, biggest tournaments, largest cash prizes, and the most successful games.

Professors as Writers: A Self-Help Guide to Productive Writing


Robert Boice - 1990
    It reflects the author's two decades of experiences and research with professors as writers -- by compressing a lot of experience into a brief, programmatic framework. Like the actual sessions and workshops in which the author works with writers, this book admonishes and reassures. In the innovative book lies the path for sustained, highly productive scholarly writing!

What They Did There: Profiles from the Battle of Gettysburg


Steve Hedgpeth - 2014
    "What They Did There: Profiles From the Battle of Gettysburg" offers a unique view of its subject, telling the story of the battle not through convention narrative but via 170 mini-bios of not only combatants blue and gray, but of civilians, doctors, nurses, artists, photographers, Samaritans; saints, sinners and the moral terrain in-between.

Bridge Basics 2: Competitive Bidding


Audrey Grant - 2005
    It introduces preemptive opening bids, overcalls and takeout doubles.

Organizations and Organizing: Rational, Natural and Open Systems Perspectives (International Student Edition)


W. Richard Scott - 1997
    This book is a valuable tool for the reader, as we are all intertwined with organizations in one form or another. Numerous other disciplines besides sociology are addressed in this book, including economics, political science, strategy and management theory. Topic areas discussed in this book are the importance of organizations; defining organizations; organizations as rational, natural, and open systems; environments, strategies, and structures of organizations; and organizations and society. For those employed in fields where knowledge of organizational theory is necessary, including sociology, anthropology, cognitive psychology, industrial engineering, managers in corporations and international business, and business strategists.

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.