Author: Nicholas Searle
Publisher:
ISBN: 9780241354391
Category :
Languages : en
Pages : 256
Book Description
A Fatal Game
Author: Nicholas Searle
Publisher:
ISBN: 9780241354391
Category :
Languages : en
Pages : 256
Book Description
Publisher:
ISBN: 9780241354391
Category :
Languages : en
Pages : 256
Book Description
Transgression in Games and Play
Author: Kristine Jorgensen
Publisher: MIT Press
ISBN: 026203865X
Category : Games & Activities
Languages : en
Pages : 328
Book Description
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
Publisher: MIT Press
ISBN: 026203865X
Category : Games & Activities
Languages : en
Pages : 328
Book Description
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman
Ghouls
Author: Ronni Radner
Publisher: White Wolf Games Studio
ISBN: 9781565042308
Category : Fantasy games
Languages : en
Pages : 0
Book Description
What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. The guide to playing vampires' human pawns.
Publisher: White Wolf Games Studio
ISBN: 9781565042308
Category : Fantasy games
Languages : en
Pages : 0
Book Description
What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. The guide to playing vampires' human pawns.
Goblin Quest - Softcover: A Game of Fatal Incompetence
Author: Grant Howitt
Publisher: Serious Business
ISBN: 9780996376518
Category : Games & Activities
Languages : en
Pages : 130
Book Description
A roleplaying game that lets players tell the stories of ambitious, but short-lived, goblins.
Publisher: Serious Business
ISBN: 9780996376518
Category : Games & Activities
Languages : en
Pages : 130
Book Description
A roleplaying game that lets players tell the stories of ambitious, but short-lived, goblins.
Fictional Games
Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Winning the Brain Game (PB)
Author: Matthew E. May
Publisher: McGraw Hill Professional
ISBN: 1259642402
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Mindful thinking is the new competitive edge Science confirms the distinction between the biological brain and the conscious mind. Each day, a game of mind versus matter plays out on a field defined by the problems we must solve. Most are routine, and don’t demand a more mindful approach. It’s when we’re faced with more difficult challenges that our thinking becomes vulnerable to brain patterns that can lead us astray. We leap to solutions that simply don’t work. We fixate on old mindsets that keep us stuck in neutral. We overthink problems and make them worse. We kill the ideas of others, as well as our own. Worse, we keep doing these things, over and over again, naturally and instinctively. But it doesn’t have to be that way. In Winning the Brain Game, author and creative strategist Matthew E. May explains these and other “fatal flaws” of thinking, catalogued over the course of ten years and hundreds of interactive creative sessions in which he gave more than 100,000 professionals a thought challenge based on a real case far less complex than their everyday problems. Not only did less than 5% arrive at the best and most elegant solution, but the solutions given were remarkably similar, revealing seven observable problem-solving patterns that can block our best thinking. Calling on modern neuroscience and psychology to help explain the seven fatal flaws, May draws insights from some of the world’s most innovative thinkers. He then blends in a super-curated, field-tested set of “fixes” proven through hundreds of creative sessions to raise our thinking game to a more mindful level. Regardless of playing field, mindful thinking is the new competitive advantage, and the seven fixes are a magic set of tools for achieving it. Winning the Brain Game will lead you to better decision-making, higher levels of creativity, clearer strategies, and overall success in business, work and life. Matthew E. May is a five-time author and recognized thought leader on strategy and innovation. A popular speaker, facilitator, and seminar leader, he confidentially coaches executives, artists, and athletes, and conducts custom thinking sessions for leading organizations all over the world.
Publisher: McGraw Hill Professional
ISBN: 1259642402
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Mindful thinking is the new competitive edge Science confirms the distinction between the biological brain and the conscious mind. Each day, a game of mind versus matter plays out on a field defined by the problems we must solve. Most are routine, and don’t demand a more mindful approach. It’s when we’re faced with more difficult challenges that our thinking becomes vulnerable to brain patterns that can lead us astray. We leap to solutions that simply don’t work. We fixate on old mindsets that keep us stuck in neutral. We overthink problems and make them worse. We kill the ideas of others, as well as our own. Worse, we keep doing these things, over and over again, naturally and instinctively. But it doesn’t have to be that way. In Winning the Brain Game, author and creative strategist Matthew E. May explains these and other “fatal flaws” of thinking, catalogued over the course of ten years and hundreds of interactive creative sessions in which he gave more than 100,000 professionals a thought challenge based on a real case far less complex than their everyday problems. Not only did less than 5% arrive at the best and most elegant solution, but the solutions given were remarkably similar, revealing seven observable problem-solving patterns that can block our best thinking. Calling on modern neuroscience and psychology to help explain the seven fatal flaws, May draws insights from some of the world’s most innovative thinkers. He then blends in a super-curated, field-tested set of “fixes” proven through hundreds of creative sessions to raise our thinking game to a more mindful level. Regardless of playing field, mindful thinking is the new competitive advantage, and the seven fixes are a magic set of tools for achieving it. Winning the Brain Game will lead you to better decision-making, higher levels of creativity, clearer strategies, and overall success in business, work and life. Matthew E. May is a five-time author and recognized thought leader on strategy and innovation. A popular speaker, facilitator, and seminar leader, he confidentially coaches executives, artists, and athletes, and conducts custom thinking sessions for leading organizations all over the world.
Myfarog
Author: Varg Vikernes
Publisher:
ISBN: 9781082566349
Category :
Languages : en
Pages : 224
Book Description
MYFAROG (Mythic Fantasy Role-playing Game) (3rd edition) is a fantasy role-playing game, with a setting based on European mythology, religion and fairy tales. The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thulê; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thulê, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thulê can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thulê, in any scale you want. NB! You need a set of polyhedral dice to play the game.
Publisher:
ISBN: 9781082566349
Category :
Languages : en
Pages : 224
Book Description
MYFAROG (Mythic Fantasy Role-playing Game) (3rd edition) is a fantasy role-playing game, with a setting based on European mythology, religion and fairy tales. The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thulê; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thulê, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thulê can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thulê, in any scale you want. NB! You need a set of polyhedral dice to play the game.
Buttery Wholesomeness
Author: Daniel Thron
Publisher: The CaBil
ISBN: 9780966476521
Category : Games & Activities
Languages : en
Pages : 76
Book Description
Publisher: The CaBil
ISBN: 9780966476521
Category : Games & Activities
Languages : en
Pages : 76
Book Description
The Book of Fatal Errors
Author: Dashka Slater
Publisher: Farrar, Straus and Giroux (BYR)
ISBN: 0374303339
Category : Juvenile Fiction
Languages : en
Pages : 288
Book Description
Award-winning author Dashka Slater spins a tale of friendship, magic, and eternal life in The Book of Fatal Errors, an evocative and witty middle-grade fantasy. Rufus doesn’t just make mistakes – he makes fatal errors. Clumsy and awkward, he feels entrapped by his teasing classmates and their constant laughter. But now it is summer. Rufus is free. He roams the wildlands of his grandfather’s mysterious homestead, blissfully unaware of the danger up ahead. And there is much danger. Rufus and his snooty cousin Abigail soon become entangled in the tantalizing world of the feylings, mischievous fairly-like creatures desperate to find their way home. In helping the feylings, Rufus tumbles down a dark path rich with age-old secrets and difficult truths. Any move he makes might be his final fatal error. Or perhaps, his most spectacular beginning.
Publisher: Farrar, Straus and Giroux (BYR)
ISBN: 0374303339
Category : Juvenile Fiction
Languages : en
Pages : 288
Book Description
Award-winning author Dashka Slater spins a tale of friendship, magic, and eternal life in The Book of Fatal Errors, an evocative and witty middle-grade fantasy. Rufus doesn’t just make mistakes – he makes fatal errors. Clumsy and awkward, he feels entrapped by his teasing classmates and their constant laughter. But now it is summer. Rufus is free. He roams the wildlands of his grandfather’s mysterious homestead, blissfully unaware of the danger up ahead. And there is much danger. Rufus and his snooty cousin Abigail soon become entangled in the tantalizing world of the feylings, mischievous fairly-like creatures desperate to find their way home. In helping the feylings, Rufus tumbles down a dark path rich with age-old secrets and difficult truths. Any move he makes might be his final fatal error. Or perhaps, his most spectacular beginning.
Horrible Science: Fatal Forces
Author: Nick Arnold
Publisher: Scholastic UK
ISBN: 140714622X
Category : Juvenile Nonfiction
Languages : en
Pages : 415
Book Description
Fatal Forces is packed with the most amazing things about physics. Readers can find out how gravity can make them lose their heads, how they can get walloped by a lamppost, what can make fillings explode and how to reach terminal velocity. Eeek! Redesigned in a bold, funky new look for the next generation of HORRIBLE SCIENCE fans.
Publisher: Scholastic UK
ISBN: 140714622X
Category : Juvenile Nonfiction
Languages : en
Pages : 415
Book Description
Fatal Forces is packed with the most amazing things about physics. Readers can find out how gravity can make them lose their heads, how they can get walloped by a lamppost, what can make fillings explode and how to reach terminal velocity. Eeek! Redesigned in a bold, funky new look for the next generation of HORRIBLE SCIENCE fans.