Final Challenge Game

Final Challenge Game PDF Author: Mayfair Games
Publisher: Mayfair Games
ISBN: 9780912771236
Category : Games & Activities
Languages : en
Pages : 36

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Book Description

Final Challenge Game

Final Challenge Game PDF Author: Mayfair Games
Publisher: Mayfair Games
ISBN: 9780912771236
Category : Games & Activities
Languages : en
Pages : 36

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Book Description


End-Game

End-Game PDF Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110752867
Category : Games & Activities
Languages : en
Pages : 331

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Book Description
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

The House of The Game

The House of The Game PDF Author: Syazana Liyana Lopez
Publisher: Lulu.com
ISBN: 0557247969
Category :
Languages : en
Pages : 51

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The Club

The Club PDF Author: Christy O'Connor
Publisher: Penguin UK
ISBN: 0141965215
Category : Biography & Autobiography
Languages : en
Pages : 296

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Book Description
In 1999, the hurlers of St Joseph's Doora-Barefield won the All-Ireland club championship. That winter, they became only the second club in history to win successive Munster club titles, and the following March they became the only Munster club to reach successive All-Ireland club finals. Ten years on, St Joseph's is in a totally different place, well down the pecking order not just nationally, but in County Clare. the senior team is still spearheaded by many members of the 1999 All-Ireland winning team, who are raging at the dying of the light. At the beginning of the 2009 season, the team, club and parish were deeply wounded by two family tragedies. One of those tragedies - the sudden death of one member of the 1999 team - cut deep into the soul of the senior team. And that was not the last tragedy to strike the club ... As part of the healing process, the senior team made a pact to honour the memory of those lost by defying the odds and becoming county champions once again. A campaign fuelled by emotion and pain began promisingly, but slowly began to unravel into one of the stormiest and controversial in the club's history. The story of St Joseph's Doora-Barefield is unique; but it is also a story that anyone connected with one of the 1,700 other GAA clubs will relate to. From player infighting to player-management stand-offs, team-bonding and on-pitch battles, The Club is a chronicle of the 2009 season told with unflinching honesty by Christy O'Connor, who covers GAA for the Sunday Times and who has been the St Joseph's senior team goalkeeper for 20 years. This is a story like no other, a fly-on-the-wall tale of the effort, agony and struggles that define the journey undertaken every season by every club side. This is grass-roots GAA at its purest and rawest, a great story brilliantly told.

The final challenge

The final challenge PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Get in the Game

Get in the Game PDF Author: Jonathan Stringfield
Publisher: John Wiley & Sons
ISBN: 1119855365
Category : Business & Economics
Languages : en
Pages : 262

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Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.

Game Master: Mansion Mystery

Game Master: Mansion Mystery PDF Author: Rebecca Zamolo
Publisher: HarperCollins
ISBN: 0063025159
Category : Juvenile Fiction
Languages : en
Pages : 176

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Book Description
New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone’s favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master’s plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel’s pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho. But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day. Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network. Read the book and unlock special clues that will open exclusive content online!

Videogame, player, text

Videogame, player, text PDF Author: Barry Atkins
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265

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Book Description
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

Lights Camera Booze

Lights Camera Booze PDF Author: Kourtney Jason
Publisher: Ulysses Press
ISBN: 1612432387
Category : Games & Activities
Languages : en
Pages : 146

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Book Description
MAKE MOVIE NIGHT EPIC Invite friends over, mix some drinks, press play and drink, drink, drink every time Lights Camera Booze tells you to. It’s 80-proof fun in front of the big screen when this book turns your favorite movies into drinking game parodies, including: • Hand-drawn game boards • Rules on when to drink • Themed cocktails for each flick • Post-movie sobriety challenges

Virtual Society

Virtual Society PDF Author: Herman Narula
Publisher: Crown Currency
ISBN: 0593239989
Category : Business & Economics
Languages : en
Pages : 289

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Book Description
“A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies “This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary? As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences. Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.” Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities. Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.