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.

The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

Legend of the Five Rings RPG


John Wick - 1997
    The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.

Essential Poker Math, Expanded Edition: Fundamental No Limit Hold'em Mathematics You Need To Know


Alton Hardin - 2016
    This book will teach you the basic poker mathematics you need to know in order to improve and outplay your opponents, and focuses on foundational poker mathematics - the ones you’ll use day in and day out at the poker table; and probably the ones your opponents neglect.

The Complete Idiot's Guide to Chess


Patrick Wolff - 1997
    Chess Champion, International Chess Grandmaster, and longtime instructor, this book includes information for both novice and expert, including over 400 illustrated chessboards and photos; over 20 pages of detailed answer key notes; a completely new chapter on new evidence about chess and its impact on brain power; a guide to the art of chess collectibles; and more. • Foreword by Larry Evans, former International Grandmaster and author of 20 highly acclaimed chess books and a popular monthly advice column in Chess Life • Strong sales for previous editions • For the beginner or the champ, and for young and old • Author has a high profile in the chess community

Match Wits With Mensa: The Complete Quiz Book


Marvin Grosswirth - 1999
    Here, in a giant omnibus edition, are four best-selling titles: The Mensa Genius Quiz Books 1 & 2, The Mensa Genius Quiz-A-Day Book, and The Mensa Genius ABC Book. Here are more than 800 fun mindbenders to exercise every part of your brain—word games, trivia, logic riddles, number challenges, visual puzzles—plus tips on how to improve your thinking skills. All the puzzles have been tested by members of American Mensa, Ltd., and include the percentage of Mensa testers who could solve each one, so that you can score yourself against some of the nation’s fittest mental athletes.

Play Between Worlds: Exploring Online Game Culture


T.L. Taylor - 2006
    L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.

Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Shadow of the Tomb Raider: Path of the Apocalypse


S.D. Perry - 2018
    When a mysterious stranger offers to help Lara uncover a clue that could give her the upper hand, she embarks on an expedition to a system of caves in Colombia. However, once they learn of Lara's plans, Trinity will stop at nothing to reach the location first. Trinity believes they can turn the tables on Lara, but in the darkness of the underground caverns, there are terrors in the depths that neither Lara nor Trinity anticipated.Game is due to release on 9/14/18 across all major platforms

The Little Guide To Greater Glory And A Happier Life


Sri M. - 2013
    His uniqueness lies not only in the fact that at the young age of 19 and a half, he travelled to snow clad Himalayas from Kerala, and there he met and lived for several years with a ‘real-time’ yogi, Babaji, but also that he should undertake such an unusual and adventurous exploration, given his non-Hindu birth and antecedents.The metamorphosis of Mumtaz Ali Khan into Sri ‘M’, a yogi with profound knowledge of the Upanishads and deep personal insights, born of first hand experiences with higher levels of consciousness is indeed a fascinating story.The bonus for those interested in the secrets of yoga, meditation and sankhyan metaphysics is that Sri ‘M’ is still living and easily reachable. He leads a normal life, married with two children, wears no special robes and conducts himself without pomp or paraphernalia.Someone who met him recently said, “I expected a flashy godman and instead I saw a jean clad gentleman with a smile of his face, ready to discuss my problems. In five minutes flat, I said to myself, this is no ordinary man. The peace and tranquility that enters your system is tangible”.

Through the Waters


Embassie Susberry - 2015
    Cecelia “Sissy” Little thought she had seen the last of Truitt Tate two years ago after he left her cousin at the altar. When he shows up at her door, claiming to be an undercover FBI agent and furthermore, in need of her assistance to play the role as his fiancé, Sissy is less than thrilled. Aside from the fact that Sissy can’t stand Tate, Sissy has worked hard to build a life for her and her nephews in their racially tense town. The last thing she wants is for Tate to come and upset things. Truitt Tate hasn’t always been a gentleman, but he has changed, starting from the moment he first met Sissy Little. He comes to Alabama on assignment for business, but hopes to make it personal. As Tate becomes immersed in the Civil Rights movement and Sissy is forced to face old fears and secrets, will they find out that they have much more in common than they ever thought?

Summer Term at Malory Towers


Enid Blyton - 2016
    And there's money missing too. Can Felicity and the girls find out who would do such a terrible thing?Expect more drama at Malory Towers!Between 1946 and 1951, Enid Blyton wrote six novels set at Malory Towers. Books 7-12 are authorised sequels of the series written by Pamela Cox in 2009 and focus on the adventures of Felicity Rivers, Susan Blake, and June Johns. This edition is unillustrated.

The Tao Of Chess: 200 Principles to Transform Your Game and Your Life


Peter Kurzdorfer - 2004
    In The Tao of Chess, the author seamlessly blends the wisdom of a time-honoured spiritual quest for truth with 200 principles that will improve anyone's chess game. By following the author's principles, readers not only come to enjoy the game more, they develop a habit of seeking underlying truth - whether in a chess game or a real-life situation.The Tao of Chess is full of conscise advice, such as:Understanding is more important than memoryFortune favors the braveWhen you see a good move, wait and look for a better moveMistakes tend to come in bunchesTrust your intuition; it's usually rightAuthoritative and easy to follow, this book will turn every reader into a master strategist.

You Can Never Outgrow I Am


Neville Goddard - 2011
    And when he finds this God he tells his brothers, saying: “If I had not come and spoken to you, you would have no sin, but now you have no excuse for your sins.” God reveals himself to man as his eternal contemporary, saying: “Unless you believe that I am he, you will die in your sins,” but man finds it almost impossible to keep the tense. He thinks of God in the third person, addresses him in the second person, but can only know God in a first person, present tense experience. Just imagine - no one can sin until God reveals himself to the individual in a first person, present tense experience. Only then can man have no excuse for his sin. And when one who finds God tells his brothers, he receives no greater reception than the first one did, because they see him as a man of flesh and blood, and cannot see this invisible being who says: “I came down from heaven.” Man is looking for Christ to come from without, but his revelation is whispered from within.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.