Author: John David Anderson
Publisher: Simon and Schuster
ISBN: 148144705X
Category : Juvenile Fiction
Languages : en
Pages : 336
Book Description
Middle-schooler Bryan wakes up to find that his life has become a video game, with bullies to beat, races to run, puzzles to solve, and much more at stake.
Insert Coin to Continue
Author: John David Anderson
Publisher: Simon and Schuster
ISBN: 148144705X
Category : Juvenile Fiction
Languages : en
Pages : 336
Book Description
Middle-schooler Bryan wakes up to find that his life has become a video game, with bullies to beat, races to run, puzzles to solve, and much more at stake.
Publisher: Simon and Schuster
ISBN: 148144705X
Category : Juvenile Fiction
Languages : en
Pages : 336
Book Description
Middle-schooler Bryan wakes up to find that his life has become a video game, with bullies to beat, races to run, puzzles to solve, and much more at stake.
Death by Video Game
Author: Simon Parkin
Publisher: Serpent's Tail
ISBN: 1782831436
Category : Social Science
Languages : en
Pages : 275
Book Description
Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.
Publisher: Serpent's Tail
ISBN: 1782831436
Category : Social Science
Languages : en
Pages : 275
Book Description
Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.
Enhancing the Value of Teacher Education Research
Author:
Publisher: BRILL
ISBN: 9004689990
Category : Education
Languages : en
Pages : 370
Book Description
This book invites us to critically reflect on the value of research in, on and for teacher education. It explores the nature and role of teacher education research and identifies ways to enhance its value for policy and practice. It gathers together studies that deploy a wide range of methodologies, including small-scale practitioner-focused research and large-scale empirical studies, considering the value of both approaches for the development of teacher education research that is meaningful for practice, but also valid and relevant for policy. The studies collected in this book were undertaken in different countries and put forward powerful messages for teacher education research in the 21st century. The ultimate objective is to contribute to the generation of a knowledge base for teacher education, identifying strategies and acknowledging challenges. The various arguments presented here can be utilised by teacher education policymakers, practitioners and researchers wishing to enhance the role of teacher education research in their own countries and contexts. Contributors are: Evi Agostini, Herbert Altrichter, Rinat Arviv, Ilanit Avraham, Tali Berglas-Shapiro, Yvonne Brain, Charalambos Charalambous, Michalis Christodoulou, Ina Cijvat, Gerry Czerniawski, Ricarda Derler, Maria A. Flores, Ulla Fürstenberg, Conor Galvin, Ainat Guberman, Mirva Heikkilä, Tuike Iiskala, Fjolla Kacaniku, Lisa-Maria Lembacher, Joanna Madalińska-Michalak, Aziza Mayo, Jonathan Mendels, Stephanie Mian, Mirjamaija Mikkilä-Erdmann, Hagit Mishkin, Jan Morgenstern, Helma Oolbekkink-Marchand, Nazime Öztürk, Katrin Poom-Valickis, Elena Revyakina, Kari Smith, Marco Snoek, Vasileios Symeonidis, Jullia Tölle, Triin Ulla, Anu Warinowski, Heike Wendt and Cinzia Zadra.
Publisher: BRILL
ISBN: 9004689990
Category : Education
Languages : en
Pages : 370
Book Description
This book invites us to critically reflect on the value of research in, on and for teacher education. It explores the nature and role of teacher education research and identifies ways to enhance its value for policy and practice. It gathers together studies that deploy a wide range of methodologies, including small-scale practitioner-focused research and large-scale empirical studies, considering the value of both approaches for the development of teacher education research that is meaningful for practice, but also valid and relevant for policy. The studies collected in this book were undertaken in different countries and put forward powerful messages for teacher education research in the 21st century. The ultimate objective is to contribute to the generation of a knowledge base for teacher education, identifying strategies and acknowledging challenges. The various arguments presented here can be utilised by teacher education policymakers, practitioners and researchers wishing to enhance the role of teacher education research in their own countries and contexts. Contributors are: Evi Agostini, Herbert Altrichter, Rinat Arviv, Ilanit Avraham, Tali Berglas-Shapiro, Yvonne Brain, Charalambos Charalambous, Michalis Christodoulou, Ina Cijvat, Gerry Czerniawski, Ricarda Derler, Maria A. Flores, Ulla Fürstenberg, Conor Galvin, Ainat Guberman, Mirva Heikkilä, Tuike Iiskala, Fjolla Kacaniku, Lisa-Maria Lembacher, Joanna Madalińska-Michalak, Aziza Mayo, Jonathan Mendels, Stephanie Mian, Mirjamaija Mikkilä-Erdmann, Hagit Mishkin, Jan Morgenstern, Helma Oolbekkink-Marchand, Nazime Öztürk, Katrin Poom-Valickis, Elena Revyakina, Kari Smith, Marco Snoek, Vasileios Symeonidis, Jullia Tölle, Triin Ulla, Anu Warinowski, Heike Wendt and Cinzia Zadra.
Insert Coin to Play
Author: Jamie Justice
Publisher: Jamie Justice
ISBN:
Category : Poetry
Languages : en
Pages : 52
Book Description
I want to first say thank you for taking the time to consider reading my book of video game poetry. I believe all writing is an art-form, and I must wield that creative spark. Video game literature has existed for years; however, it has yet been fully recognized as the literary art-form that it is. It is often flippantly swatted away, like an unfamiliar pet that you dare not take a chance on. Within my poetry, I seek to show how video games (and poetry), can be an effective tool of us understanding and coping with the insanity of today’s modern world. With each poem, I strive to tell a story. Often the focus of my poetry is that of a person who is marginalized; they are often seen a monstrous, or a pariah because of their differences. I seek to answer the question: “What does it mean to be human?” Is it our actions, our thoughts and heart? Or is it how others see us, we shape our reality to meet those expectations? Video games are a universal way of doing this. Please enjoy my book of poems, and I hope it touches your heart.
Publisher: Jamie Justice
ISBN:
Category : Poetry
Languages : en
Pages : 52
Book Description
I want to first say thank you for taking the time to consider reading my book of video game poetry. I believe all writing is an art-form, and I must wield that creative spark. Video game literature has existed for years; however, it has yet been fully recognized as the literary art-form that it is. It is often flippantly swatted away, like an unfamiliar pet that you dare not take a chance on. Within my poetry, I seek to show how video games (and poetry), can be an effective tool of us understanding and coping with the insanity of today’s modern world. With each poem, I strive to tell a story. Often the focus of my poetry is that of a person who is marginalized; they are often seen a monstrous, or a pariah because of their differences. I seek to answer the question: “What does it mean to be human?” Is it our actions, our thoughts and heart? Or is it how others see us, we shape our reality to meet those expectations? Video games are a universal way of doing this. Please enjoy my book of poems, and I hope it touches your heart.
Videogame, player, text
Author: Barry Atkins
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265
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.
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265
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.
Posted
Author: John David Anderson
Publisher: HarperCollins
ISBN: 0062338226
Category : Juvenile Fiction
Languages : en
Pages : 384
Book Description
With multiple starred reviews, don't miss this humorous, poignant, and original contemporary story about bullying, broken friendships, social media, and the failures of communication between kids. From John David Anderson, author of the acclaimed Ms. Bixby’s Last Day. In middle school, words aren’t just words. They can be weapons. They can be gifts. The right words can win you friends or make you enemies. They can come back to haunt you. Sometimes they can change things forever. When cell phones are banned at Branton Middle School, Frost and his friends Deedee, Wolf, and Bench come up with a new way to communicate: leaving sticky notes for each other all around the school. It catches on, and soon all the kids in school are leaving notes—though for every kind and friendly one, there is a cutting and cruel one as well. In the middle of this, a new girl named Rose arrives at school and sits at Frost’s lunch table. Rose is not like anyone else at Branton Middle School, and it’s clear that the close circle of friends Frost has made for himself won’t easily hold another. As the sticky-note war escalates, and the pressure to choose sides mounts, Frost soon realizes that after this year, nothing will ever be the same.
Publisher: HarperCollins
ISBN: 0062338226
Category : Juvenile Fiction
Languages : en
Pages : 384
Book Description
With multiple starred reviews, don't miss this humorous, poignant, and original contemporary story about bullying, broken friendships, social media, and the failures of communication between kids. From John David Anderson, author of the acclaimed Ms. Bixby’s Last Day. In middle school, words aren’t just words. They can be weapons. They can be gifts. The right words can win you friends or make you enemies. They can come back to haunt you. Sometimes they can change things forever. When cell phones are banned at Branton Middle School, Frost and his friends Deedee, Wolf, and Bench come up with a new way to communicate: leaving sticky notes for each other all around the school. It catches on, and soon all the kids in school are leaving notes—though for every kind and friendly one, there is a cutting and cruel one as well. In the middle of this, a new girl named Rose arrives at school and sits at Frost’s lunch table. Rose is not like anyone else at Branton Middle School, and it’s clear that the close circle of friends Frost has made for himself won’t easily hold another. As the sticky-note war escalates, and the pressure to choose sides mounts, Frost soon realizes that after this year, nothing will ever be the same.
The Living Vote
Author: David Allen
Publisher: John Hunt Publishing
ISBN: 1803413166
Category : Political Science
Languages : en
Pages : 121
Book Description
'...a most astutely written, astutely grounded, and impassioned new prose.' Exclusive Magazine The more power that rests with the people, the less there is for powerful minority global actors to wield. This remains true whether or not the people are right or wrong, because it’s still the safest place for real power to reside. Unfortunately, the direction of travel is the opposite way. The Living Vote describes a uniquely new mechanism to significantly extend the engagement of voters and to moderate the unlimited power our governments can wield. Unlike the usual outcomes from other more proportional systems, coalitions will not be necessary. The Living Vote describes what we should be doing and how to achieve it.
Publisher: John Hunt Publishing
ISBN: 1803413166
Category : Political Science
Languages : en
Pages : 121
Book Description
'...a most astutely written, astutely grounded, and impassioned new prose.' Exclusive Magazine The more power that rests with the people, the less there is for powerful minority global actors to wield. This remains true whether or not the people are right or wrong, because it’s still the safest place for real power to reside. Unfortunately, the direction of travel is the opposite way. The Living Vote describes a uniquely new mechanism to significantly extend the engagement of voters and to moderate the unlimited power our governments can wield. Unlike the usual outcomes from other more proportional systems, coalitions will not be necessary. The Living Vote describes what we should be doing and how to achieve it.
International Symposium on Human Factors in Telecommunications
Author:
Publisher: Information Gatekeepers Inc
ISBN:
Category :
Languages : en
Pages : 642
Book Description
Publisher: Information Gatekeepers Inc
ISBN:
Category :
Languages : en
Pages : 642
Book Description
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
When the Rabbit Jumps
Author: Allan David Mowat
Publisher: FriesenPress
ISBN: 1525505742
Category : Fiction
Languages : en
Pages : 491
Book Description
Why do some of us, despite our own trying circumstances, go out of our way to help others, while most people ignore the plight of strangers? Quite often, these actions simply cannot be explained. That’s the question Jarrod Wakefield—a fugitive from justice—asks himself the night he meets Lucas, a troubled youth on the run from yet another bad group home placement. After Jarrod rescues Lucas from a close call with the law, the two develop an unlikely friendship and decide to travel together across the American Midwest in the early 1980s. Both are fleeing a past they would rather forget, with the hope of building a future that is free from the many problems that have plagued them thus far. Along the way, they meet a colorful cast of characters, including the leaders of a commune in the hills of Minnesota who attempt to lure Lucas into a lifestyle he has no interest in pursuing. Rather that the idyllic answer to the boy’s troubles, their methods simply become another form of manipulation and abuse. Desperate to find freedom, the two escape the commune and cross the border into Canada. But as much as they want to separate themselves from their past, they come to realize the freedom they seek may always remain just out of reach. Will they finally be able to stop and face up to the troubles that put them on the road in the first place?
Publisher: FriesenPress
ISBN: 1525505742
Category : Fiction
Languages : en
Pages : 491
Book Description
Why do some of us, despite our own trying circumstances, go out of our way to help others, while most people ignore the plight of strangers? Quite often, these actions simply cannot be explained. That’s the question Jarrod Wakefield—a fugitive from justice—asks himself the night he meets Lucas, a troubled youth on the run from yet another bad group home placement. After Jarrod rescues Lucas from a close call with the law, the two develop an unlikely friendship and decide to travel together across the American Midwest in the early 1980s. Both are fleeing a past they would rather forget, with the hope of building a future that is free from the many problems that have plagued them thus far. Along the way, they meet a colorful cast of characters, including the leaders of a commune in the hills of Minnesota who attempt to lure Lucas into a lifestyle he has no interest in pursuing. Rather that the idyllic answer to the boy’s troubles, their methods simply become another form of manipulation and abuse. Desperate to find freedom, the two escape the commune and cross the border into Canada. But as much as they want to separate themselves from their past, they come to realize the freedom they seek may always remain just out of reach. Will they finally be able to stop and face up to the troubles that put them on the road in the first place?