Book picks similar to
Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play by Christopher A. Paul
non-fiction
games
video-game-theory
academic-gaming
Escape from Dubai
Herve Jaubert - 2009
From a life of luxury in the opulent city of Dubai to promised ruination, Jaubert tells a tale of espionage and escape that rivals any best selling novel on the market. Immersed in a luxury submarine business, Jaubert was hired as CEO by Dubai World to develop and design miniature subs for the wealthy. Once problems developed within the business, Herve Jaubert became the scapegoat of government officials and found himself ensnared in a web of police threats, extortion, human rights abuses and coercion. With no chance to make it through their biased legal system, Jaubert planned the escape of his life.
The Pilgrim Church
Edmund Hamer Broadbent - 1931
Who are the Waldensians? The Lollards? The Stundists? The Anabaptists? These were names given by to those who claimed only the name of Christ, and who were prepared to suffer for His cause rather than submit to those man-made traditions that they believed contradicted the Word of God.
Control of Communicable Diseases Manual
David L. Heymann - 1917
Each listing is easy to read and includes identification, infectious agent, occurrence, mode of transmission, incubation period, susceptibility and resistance. The 18th edition of this text is available, for the first time, online. Translations into several languages-currently Spanish, Portuguese, Korean, Serbian, Indonesian and Italian make this text a global treasure.
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!
Action Research
Ernest T. Stringer - 1996
Updated web links and expanded appendices provide cutting edge information on action research along with new case studies and examples.
Hobby Games: The 100 Best
James Lowder - 2007
Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.
Baseball Field Guide: An In-Depth Illustrated Guide to the Complete Rules of Baseball
Dan Formosa - 2006
And if you’re relatively new to the game, there’s certainly more than enough to keep you asking questions about the fine points of Major League Baseball. This revised and updated edition of the Baseball Field Guide explains the rules in plain English, enhanced with plenty of examples and illustrations you won’t find anywhere else. The result is an easy-to-use and entertaining reference guide that’s designed for quick and intuitive searches, helping you understand every aspect of the game while adding to your enjoyment of the sport. Inside you’ll find: the rules that apply before, during, and after the game equipment specifications and field requirements the duties of the coaches, managers, and umpires the rules for spectators (yes, they have rules, too) the clearest explanation anywhere of the infamous Infield Fly Rule!
Mass Effect - Prima Official Game Guide
Stephen Stratton - 2007
To get the full effect, you need this guide•Full mission & optional assignment walkthroughs•Massive galactic codex section for all the background you could want•All Achievements and how to get them•Mass Effect warfare secrets revealed
Dating (The Love Series)
The School of Life - 2019
Dating sits on top of some of the largest themes of love: how to know whether or not someone is right for us; how soon to settle and how long to search; how to be at once honest and seductive; how to politely extricate oneself without causing offence. This indispensable guide teaches us about the history of dating, the reason why our dating days can be so anxious, how to optimise our attempts at dating and how to digest and overcome so-called ‘bad’ dates. The book is at once heartfelt and perceptive, and never minimises the agony, joys and confusions of our dating days and nights. It provides us with a roadmap to the varied, sometimes delightful, sometimes daunting realities of dating.
Two Years on the Alabama
Arthur Sinclair - 1989
Alabama was the terror of the Atlantic Ocean.
Built in secrecy in Liverpool, England, through the arrangement of Confederate agent Commander James Bulloch, it was built for the fledgling Confederate States Navy which was sorely in need of ships. Under the command of Raphael Semmes it would spend the next two years terrorising and attacking Union shipping to help the Confederacy break the stranglehold which it found itself in. Through these two years it completed seven highly successful expeditionary raids, and it had been at sea for 534 days out of 657, never visiting a single Confederate port. They boarded nearly 450 vessels, captured or burned 65 Union merchant ships, and took more than 2,000 prisoners without a single loss of life from either prisoners or their own crew. Fifth Lieutenant Arthur Sinclair, who served under Semmes on the Alabama for the entirety of its existence, documents a fascinating first-person account of life on board this Confederate raider. As they crisscrossed over the oceans Sinclair notes the ships they attacked, prisoners they took and various places they visited, from Brazil to South Africa. Powered by both sail and steam, the Alabama was one of the quickest ships of its era, reaching speeds of over 13 knots. But in the quest for speed there had been sacrifices, notably the lack of heavy armor-cladding and larger guns, which were to prove fatal during the Battle of Cherbourg in 1864 against the U.S.S. Kearsage. Two Years on the Alabama is an excellent account of naval operations of the confederacy during the American Civil War. It provides brilliant details into the revolutionary changes that were occurring in late-nineteenth century maritime developments. After the Alabama was sunk Sinclair was rescued by the English yacht Deerhound and taken to Southampton. He later served as an officer of the inactive cruiser CSS Rappahannock at Calais, France. Following the Civil War, he primarily lived in Baltimore, Maryland, where he was a merchant. In 1896 he published Two Years on the Alabama. Arthur Sinclair died in Baltimore in November 1925.
Finish Your Dissertation Once and for All!: How to Overcome Psychological Barriers, Get Results, and Move on with Your Life
Alison B. Miller - 2008
Combining psychological support with a project management approach that breaks tasks into small, manageable chunks, experienced dissertation coach Alison Miller shows you how to overcome negativity and succeed in completing your dissertation beyond your own expectations.
The Mysterious Case of Nancy Drew and the Hardy Boys
Carole Kismaric - 1998
With its marvelous text and brilliant design, The Mysterious Case of Nancy Drew and the Hardy Boys uncovers why the fearless young crime fighters remain beloved icons.From The Secret of the Old Clock to Rock 'n Roll Renegades, the popular teen sleuths have deduced and detected their way through hundreds of adventures. Although the plots have changed with the times, the books have always starred the same clean teens with justice and generosity in their hearts. Hip and nostalgic at the same time, this richly illustrated study tracks teen culture and values and provides surprising insights into the lives of kids over the past 70 years.
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
City of Victory: The Rise and Fall of Vijayanagara
Ratnakar Sadasyula - 2016
Over the next 3 centuries, it would grow to become one of the mightiest empires in the world, the Vijayanagara Empire. An empire dazzling in it's achievements, in it's riches, in it's arts. From it's founding, to it's fall after the Battle of Tallikota to the heights it achieved under Sri Krishna Deva Raya, City of Victory aims to recreate the splendor and glory of one of the most magnificent empires ev