Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Player vs. Player #3: The Final Boss
Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Publisher: Random House Books for Young Readers
ISBN: 0593433505
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love. To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again. With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Player vs. Player #1: Ultimate Gaming Showdown
Author: M.K. England
Publisher: Random House Books for Young Readers
ISBN: 0593433424
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In this action-packed illustrated series, four kid gamers meet at a virtual tournament and battle for the ultimate grand prize. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Sixty-four teams. One mysterious grand prize. Four gamers determined to win it all. Welcome to Affinity, the hottest battle royale video game in the world! Gamers can be anything they want to be in Affinity’s high-tech, magical universe—and test their skills in fierce PvP combat. So when Hurricane Games announces an epic tournament with killer prizes, four kids form a team that feels unstoppable . . . but also maybe doomed from the start? Josh is the tank . . . when his parents let him game. Hannah is the melee fighter . . . but she can only play at the public library. Larkin is the healer . . . as long as her family’s not around. Wheatley is the ranger . . . with a secret that might wreck the whole team. As solo gamers, they’re good. Really good. But the tournament is a whole new level of competition, and it'll take all four of them to bring it home. Can they step up their game in time for the final match?
Publisher: Random House Books for Young Readers
ISBN: 0593433424
Category : Juvenile Fiction
Languages : en
Pages : 289
Book Description
In this action-packed illustrated series, four kid gamers meet at a virtual tournament and battle for the ultimate grand prize. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library. Sixty-four teams. One mysterious grand prize. Four gamers determined to win it all. Welcome to Affinity, the hottest battle royale video game in the world! Gamers can be anything they want to be in Affinity’s high-tech, magical universe—and test their skills in fierce PvP combat. So when Hurricane Games announces an epic tournament with killer prizes, four kids form a team that feels unstoppable . . . but also maybe doomed from the start? Josh is the tank . . . when his parents let him game. Hannah is the melee fighter . . . but she can only play at the public library. Larkin is the healer . . . as long as her family’s not around. Wheatley is the ranger . . . with a secret that might wreck the whole team. As solo gamers, they’re good. Really good. But the tournament is a whole new level of competition, and it'll take all four of them to bring it home. Can they step up their game in time for the final match?
The Ideal Team Player
Author: Patrick M. Lencioni
Publisher: John Wiley & Sons
ISBN: 1119209617
Category : Business & Economics
Languages : en
Pages : 195
Book Description
In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.
Publisher: John Wiley & Sons
ISBN: 1119209617
Category : Business & Economics
Languages : en
Pages : 195
Book Description
In his classic book, The Five Dysfunctions of a Team, Patrick Lencioni laid out a groundbreaking approach for tackling the perilous group behaviors that destroy teamwork. Here he turns his focus to the individual, revealing the three indispensable virtues of an ideal team player. In The Ideal Team Player, Lencioni tells the story of Jeff Shanley, a leader desperate to save his uncle’s company by restoring its cultural commitment to teamwork. Jeff must crack the code on the virtues that real team players possess, and then build a culture of hiring and development around those virtues. Beyond the fable, Lencioni presents a practical framework and actionable tools for identifying, hiring, and developing ideal team players. Whether you’re a leader trying to create a culture around teamwork, a staffing professional looking to hire real team players, or a team player wanting to improve yourself, this book will prove to be as useful as it is compelling.
Storyplaying
Author: Sebastian Domsch
Publisher: Walter de Gruyter
ISBN: 3110272458
Category : Literary Criticism
Languages : en
Pages : 196
Book Description
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.
Publisher: Walter de Gruyter
ISBN: 3110272458
Category : Literary Criticism
Languages : en
Pages : 196
Book Description
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.
Engaging with Videogames: Play, Theory and Practice
Author: Dawn Stobbart
Publisher: BRILL
ISBN: 1848882955
Category : Social Science
Languages : en
Pages : 297
Book Description
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
Publisher: BRILL
ISBN: 1848882955
Category : Social Science
Languages : en
Pages : 297
Book Description
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
World of Warcraft and Philosophy
Author: Luke Cuddy
Publisher: ReadHowYouWant.com
ISBN: 1459601173
Category : Games & Activities
Languages : en
Pages : 430
Book Description
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike. ''
Publisher: ReadHowYouWant.com
ISBN: 1459601173
Category : Games & Activities
Languages : en
Pages : 430
Book Description
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike. ''
20 Essential Games to Study
Author: Joshua Bycer
Publisher: CRC Press
ISBN: 0429802080
Category : Computers
Languages : en
Pages : 115
Book Description
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
Publisher: CRC Press
ISBN: 0429802080
Category : Computers
Languages : en
Pages : 115
Book Description
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
Beginning RPG Maker VX Ace
Author: Darrin Perez
Publisher: Apress
ISBN: 148420784X
Category : Computers
Languages : en
Pages : 317
Book Description
Beginning RPG Maker VX Ace takes you through the process of using the RPG Maker VX Ace game development engine to create your very own role playing game. The book has been designed with the complete beginner in mind who has little to no experience with the engine. Tutorials and exercises will take you from installing the software to putting the final touches upon your first project. Game design can be quite a daunting challenge, as it generally involves a large amount of programming know-how on top of having to plan everything out that makes a good game what it is. RPG Maker VX Ace is an intuitive system that allows you to make your own game with a fraction of the effort otherwise required. Beginning RPG Maker VX Ace equips you with the knowledge you need to use Enterbrain’s newest role playing game development engine. Takes you from the start of a project to the completion of a small game. Provides a step-by-step process that will walk you through each stage of the creation process. Gives many helpful tips and tricks you can apply to your future endeavors with the engine.
Publisher: Apress
ISBN: 148420784X
Category : Computers
Languages : en
Pages : 317
Book Description
Beginning RPG Maker VX Ace takes you through the process of using the RPG Maker VX Ace game development engine to create your very own role playing game. The book has been designed with the complete beginner in mind who has little to no experience with the engine. Tutorials and exercises will take you from installing the software to putting the final touches upon your first project. Game design can be quite a daunting challenge, as it generally involves a large amount of programming know-how on top of having to plan everything out that makes a good game what it is. RPG Maker VX Ace is an intuitive system that allows you to make your own game with a fraction of the effort otherwise required. Beginning RPG Maker VX Ace equips you with the knowledge you need to use Enterbrain’s newest role playing game development engine. Takes you from the start of a project to the completion of a small game. Provides a step-by-step process that will walk you through each stage of the creation process. Gives many helpful tips and tricks you can apply to your future endeavors with the engine.
Level Up! The Guide to Great Video Game Design
Author: Henry Harvin
Publisher: Henry Harvin
ISBN: 8196413963
Category : Computers
Languages : en
Pages : 751
Book Description
"Level Up! The Guide to Great Video Game Design" is the ultimate handbook for gamers of all levels. Whether you're a casual player or a seasoned pro, this book has something for everyone. With detailed guides on popular games, tips and tricks to improve your skills, and insights into the gaming industry, you'll be able to take your gaming to the next level. Learn how to master your favorite games with step-by-step instructions and expert advice. Discover new games and genres to explore, and get insider knowledge on the latest gaming trends. From PC to console to mobile gaming, this book covers it all. But "Level Up! The Guide to Great Video Game Design" isn't just about playing games – it's also about building a community around your passion. Find out how to connect with other gamers, join online communities, and even start your own gaming channel or stream. Packed with valuable information and entertaining anecdotes, "Guide to Gaming" is a must-read for anyone who loves gaming.
Publisher: Henry Harvin
ISBN: 8196413963
Category : Computers
Languages : en
Pages : 751
Book Description
"Level Up! The Guide to Great Video Game Design" is the ultimate handbook for gamers of all levels. Whether you're a casual player or a seasoned pro, this book has something for everyone. With detailed guides on popular games, tips and tricks to improve your skills, and insights into the gaming industry, you'll be able to take your gaming to the next level. Learn how to master your favorite games with step-by-step instructions and expert advice. Discover new games and genres to explore, and get insider knowledge on the latest gaming trends. From PC to console to mobile gaming, this book covers it all. But "Level Up! The Guide to Great Video Game Design" isn't just about playing games – it's also about building a community around your passion. Find out how to connect with other gamers, join online communities, and even start your own gaming channel or stream. Packed with valuable information and entertaining anecdotes, "Guide to Gaming" is a must-read for anyone who loves gaming.
Classic Home Video Games, 1989-1990
Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.