Minimal Game

Minimal Game PDF Author: Aaron Sleazy
Publisher:
ISBN: 9783942017039
Category : Psychology
Languages : en
Pages : 110

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Book Description
Drawing from his vast experience with women, the world-renowned seducer Aaron Sleazy wrote Minimal Game for regular guys who want to get laid more often, and without having to rely too much on luck. This is a fairly modest goal, but it is a realistic one that is within reach for pretty much any man. The knowledge in this book will enable you to have a stable sex life, so that lack of sex will cease to be a source of frustration for you. However, by revealing the key aspects of seduction, Minimal Game provides such a strong foundation that you will greatly benefit from it even if you are already getting a lot of women. In this case, you will learn how to become much more efficient, which will get you more girls in less time, and girls you have more in common with.

Minimal Game

Minimal Game PDF Author: Aaron Sleazy
Publisher:
ISBN: 9783942017039
Category : Psychology
Languages : en
Pages : 110

Get Book Here

Book Description
Drawing from his vast experience with women, the world-renowned seducer Aaron Sleazy wrote Minimal Game for regular guys who want to get laid more often, and without having to rely too much on luck. This is a fairly modest goal, but it is a realistic one that is within reach for pretty much any man. The knowledge in this book will enable you to have a stable sex life, so that lack of sex will cease to be a source of frustration for you. However, by revealing the key aspects of seduction, Minimal Game provides such a strong foundation that you will greatly benefit from it even if you are already getting a lot of women. In this case, you will learn how to become much more efficient, which will get you more girls in less time, and girls you have more in common with.

Dialogue

Dialogue PDF Author: Edda Weigand
Publisher: John Benjamins Publishing
ISBN: 9027210276
Category : Language Arts & Disciplines
Languages : en
Pages : 320

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Book Description
The Mixed Game Model represents a holistic theory of dialogue which starts from human beings competence-in-performance and describes how language is integrated in a general theory of human action and behaviour. Human beings are able to adapt to changing conditions and to pursue their interests by the integrated use of various communicative means, mainly verbal, perceptual and cognitive. The core unit is the dialogic action game or the mixed game with human beings at the centre acting and reacting in cultural surroundings. The key to opening up the complex whole is human beings nature. The Mixed Game Model demonstrates how the different disciplines of the natural and social sciences and the humanities are mutually interconnected. After a detailed overview of the state of the art, the fundamentals of the theory are laid down. They include a typology of action games which ranges from minimal games to complex institutional games. The description is illustrated by analyses of authentic games."

The Republic of Games

The Republic of Games PDF Author: Elyse Graham
Publisher: McGill-Queen's Press - MQUP
ISBN: 0773554211
Category : Social Science
Languages : en
Pages : 138

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Book Description
Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.

Serious Games

Serious Games PDF Author: Bobbie Fletcher
Publisher: Springer Nature
ISBN: 3030882721
Category : Computers
Languages : en
Pages : 295

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Book Description
This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Games are not

Games are not PDF Author: David Myers
Publisher: Manchester University Press
ISBN: 1526121662
Category : Games & Activities
Languages : en
Pages : 180

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Book Description
How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are “just games”? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy? In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.

A Day in the Life of a Minimalist

A Day in the Life of a Minimalist PDF Author: Joshua Fields Millburn
Publisher: Asymmetrical Press
ISBN: 1938793064
Category : Philosophy
Languages : en
Pages : 165

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Book Description
At age 30, Joshua Fields Millburn left his six-figure career, ditched most of his material possessions, and started focusing on life's most important aspects. Once he embraced his newfound minimalist lifestyle, he never looked back. Suffice it to say, everything has changed in Millburn's life in the last three years. After his mother died in October 2009 and his marriage ended a month later, he began questioning everything in his life: his material possessions, his career, his goals, his health, his relationships, his path in life. Soon he discovered minimalism. In the three years since the author adopted a minimalist lifestyle, he has written more than 300 essays about minimalism and intentional living. He has written about his journey, his failures, his lessons, and everything he has learned during his transformation. A Day in the Life of a Minimalist is a collection of his best, most important individual writings--rethought and edited specifically for this collection. This 208-page book contains 50 essays about living a meaningful life with less stuff, including "The Short Guide to Getting Rid of Your Crap," "The Commodification of Love," "Letting Go of Shitty Relationships," and the title essay. Collectively, these essays are purposefully organized into nine sections--lifestyle, goals, experiments, clutter, relationships, changes, philosophy, consumer culture, and work--covering a variety of topics, viewpoints, and arguments within those themes. Also included are a special forward written by Colin Wright (the man who introduced Millburn to minimalism) and an introduction by Joshua Fields Millburn, as well as two unpublished essays that can't be found anywhere else: "What If Everyone Was a Minimalist?" and "Work-Life Balance." These essays were written to encourage readers to think critically about the excess in their lives and, ultimately, to take action towards living more intentionally. This collection is short enough to be read in a few sittings, or it can be digested slowly, reading one essay a day for nearly two months, applying its principals each day to your own life.

Computer Games in the EFL Classroom

Computer Games in the EFL Classroom PDF Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
ISBN: 3954895684
Category : Foreign Language Study
Languages : en
Pages : 123

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Book Description
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Logical Foundations of Computer Science

Logical Foundations of Computer Science PDF Author: Sergei Artemov
Publisher: Springer
ISBN: 3540727345
Category : Computers
Languages : en
Pages : 522

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Book Description
This book constitutes the refereed proceedings of the International Symposium on Logical Foundations of Computer Science, LFCS 2007, held in New York, NY, USA in June 2007. The volume presents 36 revised refereed papers that address all current aspects of logic in computer science.

A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience PDF Author: Weimin Toh
Publisher: Routledge
ISBN: 135118475X
Category : Language Arts & Disciplines
Languages : en
Pages : 241

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Book Description
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Creating Games in C++

Creating Games in C++ PDF Author: David Conger
Publisher: New Riders
ISBN: 0735714347
Category : Computers
Languages : en
Pages : 466

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Book Description
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.