Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Mind Games
Author: Annie Vernon
Publisher: Bloomsbury Publishing
ISBN: 1472949102
Category : Sports & Recreation
Languages : en
Pages : 289
Book Description
An authoritative exploration of the psychology of elite sport, written by an Olympic silver medallist and respected sports journalist. Throughout her career as one of the world's top athletes, Annie Vernon struggled with an existential question about the purpose of sport in our comfortable, first-world society: why do we do it? What is it about our psyche that makes pushing the mind and body to their limits in order to win a foot race, a swimming race or a rowing race such a basic human desire? Having retired from competition, Annie decided to look for answers to these questions in the world of mind games. What is the psychology behind sport at an elite level? With Team GB recording its best-ever performances at the Rio Olympic Games, having come second in the medal table in consecutive games, the public is aware of elite sport and the techniques used by our sporting heroes more than ever. Whether it be performing under pressure, coping with nerves, teamwork, or building self-belief in the face of adversity, the methods that elite sports-people use are also relevant to everyday life. But sports psychology is still regarded as something of a mystery. How exactly do elite sports performers harness the power of their mind in pursuit of physical perfection? Through interviews with leading sports stars and the latest scientific research, Mind Games discusses elite sports psychology in a way that is interesting to the watching public, sports fans and sports-haters alike, with Annie drawing on her own first-hand experiences to walk them through this fascinating subject.
Publisher: Bloomsbury Publishing
ISBN: 1472949102
Category : Sports & Recreation
Languages : en
Pages : 289
Book Description
An authoritative exploration of the psychology of elite sport, written by an Olympic silver medallist and respected sports journalist. Throughout her career as one of the world's top athletes, Annie Vernon struggled with an existential question about the purpose of sport in our comfortable, first-world society: why do we do it? What is it about our psyche that makes pushing the mind and body to their limits in order to win a foot race, a swimming race or a rowing race such a basic human desire? Having retired from competition, Annie decided to look for answers to these questions in the world of mind games. What is the psychology behind sport at an elite level? With Team GB recording its best-ever performances at the Rio Olympic Games, having come second in the medal table in consecutive games, the public is aware of elite sport and the techniques used by our sporting heroes more than ever. Whether it be performing under pressure, coping with nerves, teamwork, or building self-belief in the face of adversity, the methods that elite sports-people use are also relevant to everyday life. But sports psychology is still regarded as something of a mystery. How exactly do elite sports performers harness the power of their mind in pursuit of physical perfection? Through interviews with leading sports stars and the latest scientific research, Mind Games discusses elite sports psychology in a way that is interesting to the watching public, sports fans and sports-haters alike, with Annie drawing on her own first-hand experiences to walk them through this fascinating subject.
The Unofficial Guide to Las Vegas 2020
Author: Bob Sehlinger
Publisher: The Unofficial Guides
ISBN: 1628091037
Category : Travel
Languages : en
Pages : 585
Book Description
How to have fun and understand the crazy environment of a Vegas vacation The Unofficial Guide to Las Vegas 2020 emphasizes how to have fun and understand the crazy environment that is today’s Vegas. With insightful writing, up-to-date reviews of major attractions, and a lot of local knowledge, The Unofficial Guide to Las Vegas has it all. It is the only guide that explains how Las Vegas works and how to make every minute and every dollar of your time there count. Eclipsing the usual list of choices, the guide unambiguously rates and ranks everything from hotels, restaurants, and attractions to rental car companies. The book contains sections about the history of the town, and the chapters on gambling are fascinating.
Publisher: The Unofficial Guides
ISBN: 1628091037
Category : Travel
Languages : en
Pages : 585
Book Description
How to have fun and understand the crazy environment of a Vegas vacation The Unofficial Guide to Las Vegas 2020 emphasizes how to have fun and understand the crazy environment that is today’s Vegas. With insightful writing, up-to-date reviews of major attractions, and a lot of local knowledge, The Unofficial Guide to Las Vegas has it all. It is the only guide that explains how Las Vegas works and how to make every minute and every dollar of your time there count. Eclipsing the usual list of choices, the guide unambiguously rates and ranks everything from hotels, restaurants, and attractions to rental car companies. The book contains sections about the history of the town, and the chapters on gambling are fascinating.
Esports Research and Its Integration in Education
Author: Harvey, Miles M.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.
Publisher: IGI Global
ISBN: 1799870715
Category : Games & Activities
Languages : en
Pages : 313
Book Description
The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.
Becoming a Digital Parent
Author: Carrie Rogers Whitehead
Publisher: Routledge
ISBN: 1000299953
Category : Psychology
Languages : en
Pages : 153
Book Description
Becoming a Digital Parent is a practical, readable guide that will help all parents have confidence to successfully navigate technology with their children. It accessibly presents evidence-based guidance to offer an overview of the digital landscape, empowering parents to embrace opportunities whilst keeping children responsible and safe online. Covering a range of topics including developmental stages, screen time, bed time, gaming, digital identities, and helpful parenting apps and resources, Carrie Rogers-Whitehead explores the challenges and opportunities involved in parenting in the digital age. With advice for parents of babies through to teenagers, each chapter includes an explanation of the latest research, interviews with parents and experts, and helpful case studies gathered by the author during her extensive experience of working directly with parents and children. This book will show parents how to communicate better with their children, create a family technology plan, put in place intervention strategies when things happen, and take advantage of the benefits technology can afford us. Becoming a Digital Parent is ideal for all parents looking to effectively navigate the technological world, and the range of professionals who work with them.
Publisher: Routledge
ISBN: 1000299953
Category : Psychology
Languages : en
Pages : 153
Book Description
Becoming a Digital Parent is a practical, readable guide that will help all parents have confidence to successfully navigate technology with their children. It accessibly presents evidence-based guidance to offer an overview of the digital landscape, empowering parents to embrace opportunities whilst keeping children responsible and safe online. Covering a range of topics including developmental stages, screen time, bed time, gaming, digital identities, and helpful parenting apps and resources, Carrie Rogers-Whitehead explores the challenges and opportunities involved in parenting in the digital age. With advice for parents of babies through to teenagers, each chapter includes an explanation of the latest research, interviews with parents and experts, and helpful case studies gathered by the author during her extensive experience of working directly with parents and children. This book will show parents how to communicate better with their children, create a family technology plan, put in place intervention strategies when things happen, and take advantage of the benefits technology can afford us. Becoming a Digital Parent is ideal for all parents looking to effectively navigate the technological world, and the range of professionals who work with them.
A Newborn Business
Author: Zoltan Andrejkovics
Publisher: Zoltan Andrejkovics
ISBN: 9781723831058
Category : Business & Economics
Languages : en
Pages : 104
Book Description
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Publisher: Zoltan Andrejkovics
ISBN: 9781723831058
Category : Business & Economics
Languages : en
Pages : 104
Book Description
Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
Level Up 2023: An AFK Book
Author: Scholastic
Publisher: Scholastic Inc.
ISBN: 1338890476
Category : Juvenile Nonfiction
Languages : en
Pages : 227
Book Description
Check out the ultimate annual video game guide from Scholastic AFK! Level Up 2023 is full of the latest information on the hottest games of the last year, how they were developed, and how to beat them. Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hottest new ones coming in 2023! Level Up 2023 is the most comprehensive guide to all the best games, tech, and streamers, featuring a bunch of the year's greatest gaming moments.This complete guide is packed with secrets, stats, tips, and tricks for all your favorite games. All games featured in AFK's Level Up 2023 are rated T for Teen or younger -- perfect for young gamers.
Publisher: Scholastic Inc.
ISBN: 1338890476
Category : Juvenile Nonfiction
Languages : en
Pages : 227
Book Description
Check out the ultimate annual video game guide from Scholastic AFK! Level Up 2023 is full of the latest information on the hottest games of the last year, how they were developed, and how to beat them. Get ready for another awesome year of gaming with this ultimate guide to all your favorite games, including a definitive list of the biggest games of the past year and hottest new ones coming in 2023! Level Up 2023 is the most comprehensive guide to all the best games, tech, and streamers, featuring a bunch of the year's greatest gaming moments.This complete guide is packed with secrets, stats, tips, and tricks for all your favorite games. All games featured in AFK's Level Up 2023 are rated T for Teen or younger -- perfect for young gamers.
The Minds Behind Sports Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476679339
Category : Games & Activities
Languages : en
Pages : 261
Book Description
Featuring interviews with the creators of 35 popular video games--including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWo Revenge, and RBI Baseball--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Publisher: McFarland
ISBN: 1476679339
Category : Games & Activities
Languages : en
Pages : 261
Book Description
Featuring interviews with the creators of 35 popular video games--including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWo Revenge, and RBI Baseball--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Visible Learning: The Sequel
Author: John Hattie
Publisher: Taylor & Francis
ISBN: 1000863638
Category : Education
Languages : en
Pages : 521
Book Description
When the original Visible Learning® was published in 2008, it instantly became a publishing sensation. Interest in the book was unparalleled; it sold out in days and was described by the TES as revealing "teaching’s Holy Grail". Now John Hattie returns to this ground-breaking work. The research underlying this book is now informed by more than 2,100 meta-analyses (more than double that of the original), drawn from more than 130,000 studies, and has involved more than 400 million students from all around the world. But this is more than just a new edition. This book is a sequel that highlights the major story, taking in the big picture to reflect on the implementation in schools of Visible Learning, how it has been understood – and at times misunderstood – and what future directions research should take. Visible Learning: The Sequel reiterates the author’s desire to move beyond claiming what works to what works best by asking crucial questions such as: Why is the current grammar of schooling so embedded in so many classrooms, and can we improve it? Why is the learning curve for teachers after the first few years so flat? How can we develop teacher mind-frames to focus more on learning and listening? How can we incorporate research evidence as part of the discussions within schools? Areas covered include: The evidence base and reactions to Visible Learning The Visible Learning model The intentional alignment of learning and teaching strategies The influence of home, students, teachers, classrooms, schools, learning, and curriculum on achievement The impact of technology Building upon the success of the original, this highly anticipated sequel expands Hattie’s model of teaching and learning based on evidence of impact and is essential reading for anyone involved in the field of education either as a researcher, teacher, student, school leader, teacher trainer, or policy maker.
Publisher: Taylor & Francis
ISBN: 1000863638
Category : Education
Languages : en
Pages : 521
Book Description
When the original Visible Learning® was published in 2008, it instantly became a publishing sensation. Interest in the book was unparalleled; it sold out in days and was described by the TES as revealing "teaching’s Holy Grail". Now John Hattie returns to this ground-breaking work. The research underlying this book is now informed by more than 2,100 meta-analyses (more than double that of the original), drawn from more than 130,000 studies, and has involved more than 400 million students from all around the world. But this is more than just a new edition. This book is a sequel that highlights the major story, taking in the big picture to reflect on the implementation in schools of Visible Learning, how it has been understood – and at times misunderstood – and what future directions research should take. Visible Learning: The Sequel reiterates the author’s desire to move beyond claiming what works to what works best by asking crucial questions such as: Why is the current grammar of schooling so embedded in so many classrooms, and can we improve it? Why is the learning curve for teachers after the first few years so flat? How can we develop teacher mind-frames to focus more on learning and listening? How can we incorporate research evidence as part of the discussions within schools? Areas covered include: The evidence base and reactions to Visible Learning The Visible Learning model The intentional alignment of learning and teaching strategies The influence of home, students, teachers, classrooms, schools, learning, and curriculum on achievement The impact of technology Building upon the success of the original, this highly anticipated sequel expands Hattie’s model of teaching and learning based on evidence of impact and is essential reading for anyone involved in the field of education either as a researcher, teacher, student, school leader, teacher trainer, or policy maker.
A History of Competitive Gaming
Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.