The 21-Day Immunity Plan


Aseem Malhotra - 2020
    

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Male vs. Man: How to Honor Women, Teach Children, and Elevate Men to Change the World


Dondré T. Whitfield - 2020
    Men look to be of service. Emmy Award–nominated actor best known for his role on Queen Sugar and transformational speaker Dondré Whitfield challenges us to be real men in this provocative look at the power found in serving others.Too many males abuse the power they have.Often those males grow up without healthy role models and so, while they look like men, they act like boys. Only now there are adult consequences to their actions.And many of us are caught in the shifting cultural ideas about manhood, unsure of how to make sound decisions or truly be a man. Every day we find evidence that the role of men at home, at work, and out in the world is deeply misinterpreted.In Male vs. Man, Dondré Whitfield equips us to become men rather than simply "grown males." Men are healthy and productive servant-leaders who bring positive change to their communities. Males are self-serving and stuck in negative cycles that we hear and read about daily. They create chaos instead of cultivating calm.Male vs. Man is an uplifting playbook for men who want to level up. It will help men and women alike understand what real manhood is, based on biblical wisdom as well as hard-earned lessons from someone who has been there. With practical guidance and a strong spiritual foundation, Dondré shows how to cultivate the life-changing spiritual, emotional, and psychological attributes of servant leadership at home, at work, and in our communities.

The Grasshopper: Games, Life and Utopia


Bernard Suits - 1978
    "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

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.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

A History Lover's Guide to Washington, DC: Designed for Democracy (History & Guide)


Alison B. Fortier - 2014
      Alternating between site visits and brief historical narratives, this guide tells the story of Washington, DC, from its origins to current times. From George Washington’s Mount Vernon to the Kennedy Center, trek through each era of the federal district, on a tour of America’s most beloved sites. Go inside the White House, the only executive home in the world regularly open to the public. Travel to President Lincoln’s Cottage and see where he wrote the Emancipation Proclamation. And visit lesser-known sites, such as the grave of Pierre L’Enfant, the city’s Botanical Gardens, the Old Post Office, and a host of historical homes throughout the capital. This is the only guide you’ll need to curate an unforgettable expedition to our shining city on a hill.

Gandhi's Life in His Own Words


Mahatma Gandhi - 1983
    And if every page of these chapters does not proclaim to the reader that the only means for the realization of Truth is ahimsa, I shall deem all my labour in writing these chapters to have been in vain. And, even though my efforts in this behalf may prove fruitless, let the readers know that the vehicle, not the great principle, is at fault.- M. K. Gandhi

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Scam School Book 1


Brian Brushwood - 2012
    The award-winning Scam School Book 1 is available March 14 (Pi day!) on the eReader of your choice. Hear behind-the-scenes secrets about Scam School episodes and listen to bonus techniques with Brian's exclusive audio commentary for every trick featured in the book. Embedded video demonstrations provide an easy way to understand some of the visual aspects of your favorite scams.Ever need to review a trick at the bar before pulling it off in front of an audience? Having the Scam School book on-the-go allows you to easily review tricks, techniques, and presentation ideas in secret before amazing your friends.Each trick has a custom header designed to summarize the type (or class) of trick, the factors involved, and what objects are required to pull it off. Each section that corresponds to a Scam School episode links directly to that episode.

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

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.

Tech Like a PIRATE: Using Classroom Technology to Create an Experience and Make Learning Memorable


Matt Miller - 2020
    

On Numbers and Games


John H. Conway - 1976
    Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games.

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!


Brian Tinsman - 2003
    Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.