Author: C.J. Farley
Publisher: Akashic Books
ISBN: 1617752061
Category : Juvenile Fiction
Languages : en
Pages : 290
Book Description
"The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?
Game World
Author: C.J. Farley
Publisher: Akashic Books
ISBN: 1617752061
Category : Juvenile Fiction
Languages : en
Pages : 290
Book Description
"The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?
Publisher: Akashic Books
ISBN: 1617752061
Category : Juvenile Fiction
Languages : en
Pages : 290
Book Description
"The Narnia for the Social Media Generation." --The Wall Street Journal "By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled." --Booklist, included in "Conversation Starters: Recontextualizing the Classics" "Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind." --Kirkus Reviews "Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience." --Publishers Weekly "Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers." --Booklist "Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color." --School Library Journal "Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore." --Philadelphia Review of Books One of This Spring's Hottest Teen Books, Huffington Post "I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!" --Middle Shelf (reviewed by Teak, age 13) "Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults." --Persephone Magazine "In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan." --Center for Fiction "I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids." --The Family Coach Dylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life. It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic. In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?
Ender's World
Author: Orson Scott Card
Publisher: BenBella Books, Inc.
ISBN: 1937856267
Category : Literary Collections
Languages : en
Pages : 304
Book Description
Experience the thrill of reading Ender's Game all over again Go deeper into the complexities of Orson Scott Card's classic novel with science fiction and fantasy writers, YA authors, military strategists, including: Ender prequel series coauthor Aaron Johnston on Ender and the evolution of the child hero Burn Notice creator Matt Nix on Ender's Game as a guide to life Hugo award–winning writer Mary Robinette Kowal on how Ender's Game gets away with breaking all the (literary) rules Retired US Air Force Colonel Tom Ruby on what the military could learn from Ender about leadership Bestselling YA author Neal Shusterman on the ambivalence toward survival that lies at the heart of Ender's story Plus pieces by: Hilari Bell John Brown Mette Ivie Harrison Janis Ian Alethea Kontis David Lubar and Alison S. Myers John F. Schmitt Ken Scholes Eric James Stone Also includes never-before-seen content from Orson Scott Card on the writing and evolution of the events in Ender's Game, from the design of Battle School to the mindset of the pilots who sacrificed themselves in humanity's fight against the formics
Publisher: BenBella Books, Inc.
ISBN: 1937856267
Category : Literary Collections
Languages : en
Pages : 304
Book Description
Experience the thrill of reading Ender's Game all over again Go deeper into the complexities of Orson Scott Card's classic novel with science fiction and fantasy writers, YA authors, military strategists, including: Ender prequel series coauthor Aaron Johnston on Ender and the evolution of the child hero Burn Notice creator Matt Nix on Ender's Game as a guide to life Hugo award–winning writer Mary Robinette Kowal on how Ender's Game gets away with breaking all the (literary) rules Retired US Air Force Colonel Tom Ruby on what the military could learn from Ender about leadership Bestselling YA author Neal Shusterman on the ambivalence toward survival that lies at the heart of Ender's story Plus pieces by: Hilari Bell John Brown Mette Ivie Harrison Janis Ian Alethea Kontis David Lubar and Alison S. Myers John F. Schmitt Ken Scholes Eric James Stone Also includes never-before-seen content from Orson Scott Card on the writing and evolution of the events in Ender's Game, from the design of Battle School to the mindset of the pilots who sacrificed themselves in humanity's fight against the formics
Game Over
Author: David Sheff
Publisher: Vintage
ISBN: 0307800741
Category : Business & Economics
Languages : en
Pages : 558
Book Description
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
Publisher: Vintage
ISBN: 0307800741
Category : Business & Economics
Languages : en
Pages : 558
Book Description
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
The Fastest Game in the World
Author: Bruce Berglund
Publisher: University of California Press
ISBN: 0520303725
Category : History
Languages : en
Pages : 341
Book Description
Played on frozen ponds in cold northern lands, hockey seemed an especially unlikely game to gain a global following. But from its beginnings in the nineteenth century, the sport has drawn from different cultures and crossed boundaries––between Canada and the United States, across the Atlantic, and among different regions of Europe. It has been a political flashpoint within countries and internationally. And it has given rise to far-reaching cultural changes and firmly held traditions. The Fastest Game in the World is a global history of a global sport, drawing upon research conducted around the world in a variety of languages. From Canadian prairies to Swiss mountain resorts, Soviet housing blocks to American suburbs, Bruce Berglund takes readers on an international tour, seamlessly weaving in hockey’s local, national, and international trends. Written in a lively style with wide-ranging breadth and attention to telling detail, The Fastest Game in the World will thrill both the lifelong fan and anyone who is curious about how games intertwine with politics, economics, and culture.
Publisher: University of California Press
ISBN: 0520303725
Category : History
Languages : en
Pages : 341
Book Description
Played on frozen ponds in cold northern lands, hockey seemed an especially unlikely game to gain a global following. But from its beginnings in the nineteenth century, the sport has drawn from different cultures and crossed boundaries––between Canada and the United States, across the Atlantic, and among different regions of Europe. It has been a political flashpoint within countries and internationally. And it has given rise to far-reaching cultural changes and firmly held traditions. The Fastest Game in the World is a global history of a global sport, drawing upon research conducted around the world in a variety of languages. From Canadian prairies to Swiss mountain resorts, Soviet housing blocks to American suburbs, Bruce Berglund takes readers on an international tour, seamlessly weaving in hockey’s local, national, and international trends. Written in a lively style with wide-ranging breadth and attention to telling detail, The Fastest Game in the World will thrill both the lifelong fan and anyone who is curious about how games intertwine with politics, economics, and culture.
The World the Game Theorists Made
Author: Paul Erickson
Publisher: University of Chicago Press
ISBN: 022609717X
Category : Biography & Autobiography
Languages : en
Pages : 397
Book Description
Today, game theory is central to our understanding of capitalist markets, the evolution of social behavior in animals, and much more. Both the social and biological sciences have seemingly fused around the game. Yet the ascendancy of game theory and theories of rational choice more generally remains a rich source of misunderstanding. To gain a better grasp of the widespread dispersion of game theory and the mathematics of rational choice, Paul Erickson uncovers its history during the poorly understood period between the publication of John von Neumann and Oskar Morgenstern s seminal "Theory of Games and Economic Behavior" in 1944 and the theory s revival in economics in the 1980s. "The World the Game Theorists Made "reveals how the mathematics of rational choice was a common, flexible language that could facilitate wide-ranging debate on some of the great issues of the time. Because it so actively persists in the sciences and public life, assessing the significance of game theory for the postwar sciences is especially critical now."
Publisher: University of Chicago Press
ISBN: 022609717X
Category : Biography & Autobiography
Languages : en
Pages : 397
Book Description
Today, game theory is central to our understanding of capitalist markets, the evolution of social behavior in animals, and much more. Both the social and biological sciences have seemingly fused around the game. Yet the ascendancy of game theory and theories of rational choice more generally remains a rich source of misunderstanding. To gain a better grasp of the widespread dispersion of game theory and the mathematics of rational choice, Paul Erickson uncovers its history during the poorly understood period between the publication of John von Neumann and Oskar Morgenstern s seminal "Theory of Games and Economic Behavior" in 1944 and the theory s revival in economics in the 1980s. "The World the Game Theorists Made "reveals how the mathematics of rational choice was a common, flexible language that could facilitate wide-ranging debate on some of the great issues of the time. Because it so actively persists in the sciences and public life, assessing the significance of game theory for the postwar sciences is especially critical now."
World Peace and Other 4th-Grade Achievements
Author: John Hunter
Publisher: Houghton Mifflin Harcourt
ISBN: 0547905629
Category : Education
Languages : en
Pages : 271
Book Description
“His ideas will help anyone who has the courage to understand that a real education must go beyond filling in circles on a standardized test form.” —Rafe Esquith, New York Times-bestselling author of Teach Like Your Hair’s on Fire Can playing a game lead to world peace? If it’s John Hunter’s World Peace Game, it just might. In Hunter’s classroom, students take on the roles of presidents, tribal leaders, diplomats, and military commanders. Through battles and negotiations, standoffs and summits, they strive to resolve a sequence of many-layered, interconnected scenarios, from nuclear proliferation to tribal warfare. Now, Hunter shares inspiring stories from over thirty years of teaching the World Peace Game, revealing the principles of successful collaboration that people of any age can apply. He offers not only a forward-thinking report from the frontlines of American education, but also a generous blueprint for a world that bends toward cooperation rather than conflict. In this deeply hopeful book, a visionary educator shows us what the future of education can be. “The World Peace Game devised by fourth-grade teacher Hunter has spread from a classroom in 1978 to a documentary, a TED Talk, the Pentagon, and now finally a book, in which he describes the ways his students have solved political and ecological crises that still loom large in the world of adults . . . Hunter’s optimism is infectious.” —Publishers Weekly “Inspired, breath-of-fresh-air reading.” — Kirkus Reviews “Hunter proves the value of ‘slow teaching’ in this important, fascinating, highly readable resource for educators and parents alike.” — Booklist
Publisher: Houghton Mifflin Harcourt
ISBN: 0547905629
Category : Education
Languages : en
Pages : 271
Book Description
“His ideas will help anyone who has the courage to understand that a real education must go beyond filling in circles on a standardized test form.” —Rafe Esquith, New York Times-bestselling author of Teach Like Your Hair’s on Fire Can playing a game lead to world peace? If it’s John Hunter’s World Peace Game, it just might. In Hunter’s classroom, students take on the roles of presidents, tribal leaders, diplomats, and military commanders. Through battles and negotiations, standoffs and summits, they strive to resolve a sequence of many-layered, interconnected scenarios, from nuclear proliferation to tribal warfare. Now, Hunter shares inspiring stories from over thirty years of teaching the World Peace Game, revealing the principles of successful collaboration that people of any age can apply. He offers not only a forward-thinking report from the frontlines of American education, but also a generous blueprint for a world that bends toward cooperation rather than conflict. In this deeply hopeful book, a visionary educator shows us what the future of education can be. “The World Peace Game devised by fourth-grade teacher Hunter has spread from a classroom in 1978 to a documentary, a TED Talk, the Pentagon, and now finally a book, in which he describes the ways his students have solved political and ecological crises that still loom large in the world of adults . . . Hunter’s optimism is infectious.” —Publishers Weekly “Inspired, breath-of-fresh-air reading.” — Kirkus Reviews “Hunter proves the value of ‘slow teaching’ in this important, fascinating, highly readable resource for educators and parents alike.” — Booklist
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. 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.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. 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.
Fashion Game Book
Author: Florence Müller
Publisher: Editions Assouline
ISBN: 9782759402922
Category : Clothing and dress
Languages : en
Pages : 0
Book Description
A compendium of intrigue, lore, who's who and what's what of fashion.
Publisher: Editions Assouline
ISBN: 9782759402922
Category : Clothing and dress
Languages : en
Pages : 0
Book Description
A compendium of intrigue, lore, who's who and what's what of fashion.
Big Game, Small World
Author: Alexander Wolff
Publisher: Grand Central Publishing
ISBN: 0446561312
Category : Sports & Recreation
Languages : en
Pages : 349
Book Description
Alex Wolff canvasses the globe and travels to 16 different countries (and 10 states in the U.S.) to find out exactly why basketball has become a worldwide phenomenon. Whether it's in a pick-up game on the Royal court in Bhutan, in the heart of a former female college player of the year turned cloistered nun, in the tragedy of the legendary junior national team in war torn Yugoslavia, or in the life's work of one of the greatest players to ever play in the NBA, Alex Wolff discovers that basketball can define an individual, a race, a culture, and in some instances even a country. Fusing John Feinstein's talent for finding the human drama behind sport with Bill Bryson's travelogue style, Wolff shows how the power and love of basketball extends to the four corners of the earth and engages people of all cultures, races, genders, and generations.
Publisher: Grand Central Publishing
ISBN: 0446561312
Category : Sports & Recreation
Languages : en
Pages : 349
Book Description
Alex Wolff canvasses the globe and travels to 16 different countries (and 10 states in the U.S.) to find out exactly why basketball has become a worldwide phenomenon. Whether it's in a pick-up game on the Royal court in Bhutan, in the heart of a former female college player of the year turned cloistered nun, in the tragedy of the legendary junior national team in war torn Yugoslavia, or in the life's work of one of the greatest players to ever play in the NBA, Alex Wolff discovers that basketball can define an individual, a race, a culture, and in some instances even a country. Fusing John Feinstein's talent for finding the human drama behind sport with Bill Bryson's travelogue style, Wolff shows how the power and love of basketball extends to the four corners of the earth and engages people of all cultures, races, genders, and generations.
Ultimate Game Design: Building Game Worlds
Author: Tom Meigs
Publisher: McGraw Hill Professional
ISBN: 9780072228991
Category : Computers
Languages : en
Pages : 372
Book Description
Build games with techniques and insights from a pro.
Publisher: McGraw Hill Professional
ISBN: 9780072228991
Category : Computers
Languages : en
Pages : 372
Book Description
Build games with techniques and insights from a pro.