Author: Will Shortz
Publisher: Random House Puzzles & Games
ISBN: 0812919513
Category : Games & Activities
Languages : en
Pages : 194
Book Description
A wonderful collection of games, puzzles, mind teasers, and head-twisters, this compendium, culled from Games magazine, is highly entertaining, intellectually challenging, and visually intriguing. The perfect gift for avid puzzlers everywhere. Previous Games magazine books have sold more than 250,000 copies. 50,000print.
Games Magazine Presents the Giant Book of Games
Author: Will Shortz
Publisher: Random House Puzzles & Games
ISBN: 0812919513
Category : Games & Activities
Languages : en
Pages : 194
Book Description
A wonderful collection of games, puzzles, mind teasers, and head-twisters, this compendium, culled from Games magazine, is highly entertaining, intellectually challenging, and visually intriguing. The perfect gift for avid puzzlers everywhere. Previous Games magazine books have sold more than 250,000 copies. 50,000print.
Publisher: Random House Puzzles & Games
ISBN: 0812919513
Category : Games & Activities
Languages : en
Pages : 194
Book Description
A wonderful collection of games, puzzles, mind teasers, and head-twisters, this compendium, culled from Games magazine, is highly entertaining, intellectually challenging, and visually intriguing. The perfect gift for avid puzzlers everywhere. Previous Games magazine books have sold more than 250,000 copies. 50,000print.
Games Magazine Presents the Kids' Giant Book of Games
Author: Karen C. Anderson
Publisher: Random House Puzzles & Games
ISBN: 0812921992
Category : Indoor games
Languages : en
Pages : 130
Book Description
Kids will love with this fun-filled collection of brain-twisters from America's premiere puzzle publication.
Publisher: Random House Puzzles & Games
ISBN: 0812921992
Category : Indoor games
Languages : en
Pages : 130
Book Description
Kids will love with this fun-filled collection of brain-twisters from America's premiere puzzle publication.
Games Magazine Presents the Second Giant Book of Games
Author: Games Magazine
Publisher: Random House Puzzles & Games
ISBN: 9780812926149
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Tlhis book contains a selection of favorite puzzles, games, quizzes, and other features found in the Games Magazine from the past few years.
Publisher: Random House Puzzles & Games
ISBN: 9780812926149
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Tlhis book contains a selection of favorite puzzles, games, quizzes, and other features found in the Games Magazine from the past few years.
Games Magazine Big Book of Games II
Author: Ronnie Shushan
Publisher: Workman Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 198
Book Description
From the editors of Games magazine, their cleverest, quirkiest, orneriest, most playful and beguiling brain twisters.
Publisher: Workman Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 198
Book Description
From the editors of Games magazine, their cleverest, quirkiest, orneriest, most playful and beguiling brain twisters.
The Giant Book of Sudoku Presented by Will Shortz
Author: Will Shortz
Publisher: Macmillan
ISBN: 9780312357641
Category : Games & Activities
Languages : en
Pages : 372
Book Description
The hottest craze in puzzles! From puzzlemaster and New York Times crossword editor Will Shortz comes sudoku, the new "wordless crossword" puzzle that's taking the world by storm! Once you start, you won't want to stop. These addictive puzzles are easy to explain--just fill the grid with numbers according to the few simple rules--but incredibly fun and engaging to complete. You don't need any mathematics knowledge: Just supply a pencil and an inquisitive mind. This brand-new collection features original sudoku ranging from effortlessly easy to devilishly difficult, along with an introduction from Will Shortz that explains these fascinating puzzles and how to solve them. If you're a crossword fan, a fan of logic puzzles, or just a puzzle lover in general, you will be engrossed and delighted with sudoku!
Publisher: Macmillan
ISBN: 9780312357641
Category : Games & Activities
Languages : en
Pages : 372
Book Description
The hottest craze in puzzles! From puzzlemaster and New York Times crossword editor Will Shortz comes sudoku, the new "wordless crossword" puzzle that's taking the world by storm! Once you start, you won't want to stop. These addictive puzzles are easy to explain--just fill the grid with numbers according to the few simple rules--but incredibly fun and engaging to complete. You don't need any mathematics knowledge: Just supply a pencil and an inquisitive mind. This brand-new collection features original sudoku ranging from effortlessly easy to devilishly difficult, along with an introduction from Will Shortz that explains these fascinating puzzles and how to solve them. If you're a crossword fan, a fan of logic puzzles, or just a puzzle lover in general, you will be engrossed and delighted with sudoku!
The Buried Giant
Author: Kazuo Ishiguro
Publisher: Vintage
ISBN: 0385353227
Category : Fiction
Languages : en
Pages : 337
Book Description
NATIONAL BESTSELLER • From the winner of the Nobel Prize in Literature and author of Never Let Me Go and the Booker Prize–winning novel The Remains of the Day comes a luminous meditation on the act of forgetting and the power of memory. In post-Arthurian Britain, the wars that once raged between the Saxons and the Britons have finally ceased. Axl and Beatrice, an elderly British couple, set off to visit their son, whom they haven't seen in years. And, because a strange mist has caused mass amnesia throughout the land, they can scarcely remember anything about him. As they are joined on their journey by a Saxon warrior, his orphan charge, and an illustrious knight, Axl and Beatrice slowly begin to remember the dark and troubled past they all share. By turns savage, suspenseful, and intensely moving, The Buried Giant is a luminous meditation on the act of forgetting and the power of memory.
Publisher: Vintage
ISBN: 0385353227
Category : Fiction
Languages : en
Pages : 337
Book Description
NATIONAL BESTSELLER • From the winner of the Nobel Prize in Literature and author of Never Let Me Go and the Booker Prize–winning novel The Remains of the Day comes a luminous meditation on the act of forgetting and the power of memory. In post-Arthurian Britain, the wars that once raged between the Saxons and the Britons have finally ceased. Axl and Beatrice, an elderly British couple, set off to visit their son, whom they haven't seen in years. And, because a strange mist has caused mass amnesia throughout the land, they can scarcely remember anything about him. As they are joined on their journey by a Saxon warrior, his orphan charge, and an illustrious knight, Axl and Beatrice slowly begin to remember the dark and troubled past they all share. By turns savage, suspenseful, and intensely moving, The Buried Giant is a luminous meditation on the act of forgetting and the power of memory.
Games Magazine Big Book of Games
Author: Ronnie Shushan
Publisher: Workman Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 200
Book Description
From the editors of Games magazine, their cleverest, quirkiest, orneriest, most playful and beguiling brain twisters.
Publisher: Workman Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 200
Book Description
From the editors of Games magazine, their cleverest, quirkiest, orneriest, most playful and beguiling brain twisters.
Play at Work
Author: Adam L. Penenberg
Publisher: Penguin
ISBN: 1101623020
Category : Business & Economics
Languages : en
Pages : 259
Book Description
Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.
Publisher: Penguin
ISBN: 1101623020
Category : Business & Economics
Languages : en
Pages : 259
Book Description
Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.
Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Giant
Author: Don Graham
Publisher: St. Martin's Press
ISBN: 1250061903
Category : Biography & Autobiography
Languages : en
Pages : 336
Book Description
"Featuring James Dean, Rock Hudson, and Elizabeth Taylor, Giant is an epic film of fame and materialism, based around the discovery of oil at Spindletop and the establishment of the King Ranch of south Texas. Isolating his star cast in the wilds of West Texas, director George Stevens brought together a volatile mix of egos, insecurities, sexual proclivities, and talent. Stevens knew he was overwhelmed with Hudson's promiscuity, Taylor's high diva-dom, and Dean's egotistical eccentricity. Yet he coaxed performances out of them that made cinematic history, winning Stevens the Academy Award for Best Director and garnering nine other nominations, including a nomination for Best Actor for James Dean, who died before the film was finished. Don Graham chronicles the stories of Stevens, whose trauma in World War II intensified his ambition to make films that would tell the story of America; Edna Ferber, a considerable literary celebrity, who meets her match in the imposing Robert Kleberg, proprietor of the vast King Ranch; and Glenn McCarthy, an American oil tycoon; and Errol Flynn lookalike with a taste for Hollywood. Drawing on archival sources Graham's Giant is a comprehensive depiction of the film's production showing readers how reality became fiction and fiction became cinema. "--Adapted from dust jacket.
Publisher: St. Martin's Press
ISBN: 1250061903
Category : Biography & Autobiography
Languages : en
Pages : 336
Book Description
"Featuring James Dean, Rock Hudson, and Elizabeth Taylor, Giant is an epic film of fame and materialism, based around the discovery of oil at Spindletop and the establishment of the King Ranch of south Texas. Isolating his star cast in the wilds of West Texas, director George Stevens brought together a volatile mix of egos, insecurities, sexual proclivities, and talent. Stevens knew he was overwhelmed with Hudson's promiscuity, Taylor's high diva-dom, and Dean's egotistical eccentricity. Yet he coaxed performances out of them that made cinematic history, winning Stevens the Academy Award for Best Director and garnering nine other nominations, including a nomination for Best Actor for James Dean, who died before the film was finished. Don Graham chronicles the stories of Stevens, whose trauma in World War II intensified his ambition to make films that would tell the story of America; Edna Ferber, a considerable literary celebrity, who meets her match in the imposing Robert Kleberg, proprietor of the vast King Ranch; and Glenn McCarthy, an American oil tycoon; and Errol Flynn lookalike with a taste for Hollywood. Drawing on archival sources Graham's Giant is a comprehensive depiction of the film's production showing readers how reality became fiction and fiction became cinema. "--Adapted from dust jacket.