Author: Phil Foglio
Publisher:
ISBN: 9781890856120
Category : Comic books, strips, etc
Languages : en
Pages : 0
Book Description
The second volume of the popular Dragon Magazine cartoon strip. This volume collects the second half of the work that appeared in the early 80s and includes the long-awaited Sex & D&D strip.
Sex and Gamers... Really
Author: Phil Foglio
Publisher:
ISBN: 9781890856120
Category : Comic books, strips, etc
Languages : en
Pages : 0
Book Description
The second volume of the popular Dragon Magazine cartoon strip. This volume collects the second half of the work that appeared in the early 80s and includes the long-awaited Sex & D&D strip.
Publisher:
ISBN: 9781890856120
Category : Comic books, strips, etc
Languages : en
Pages : 0
Book Description
The second volume of the popular Dragon Magazine cartoon strip. This volume collects the second half of the work that appeared in the early 80s and includes the long-awaited Sex & D&D strip.
Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Ready Player Two
Author: Shira Chess
Publisher: U of Minnesota Press
ISBN: 1452954992
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
Publisher: U of Minnesota Press
ISBN: 1452954992
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
What's New with Phil and Dixie
Author: Phil Foglio
Publisher:
ISBN: 9781890856090
Category : Comic books, strips, etc
Languages : en
Pages : 0
Book Description
Yes, it's the long-awaited third collection featuring all of the Duelist magazine strips, plus some never-before-seen strips, a new eight-page story by Phil and rare card parodies from Inquest magazine.
Publisher:
ISBN: 9781890856090
Category : Comic books, strips, etc
Languages : en
Pages : 0
Book Description
Yes, it's the long-awaited third collection featuring all of the Duelist magazine strips, plus some never-before-seen strips, a new eight-page story by Phil and rare card parodies from Inquest magazine.
Gaming at the Edge
Author: Adrienne Shaw
Publisher: U of Minnesota Press
ISBN: 1452943443
Category : Social Science
Languages : en
Pages : 344
Book Description
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
Publisher: U of Minnesota Press
ISBN: 1452943443
Category : Social Science
Languages : en
Pages : 344
Book Description
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
Great Sex Games
Author: Anne Hooper
Publisher:
ISBN: 9780751329049
Category : Sex
Languages : en
Pages : 240
Book Description
Expand your sexual repertoire and overcome inhibitions with Anne Hooper's unique and imaginative guide to erotic sex games. With something to suit everyone, you and your partner can discover how to live out daring fantasies and spice up your sex life. From stimulating games using an array of tantalizing sex toys and props, to frolics involving water, food, and video cameras, Anne Hooper shows couples how to explore and get the most out of a provocative range of sensual activities.
Publisher:
ISBN: 9780751329049
Category : Sex
Languages : en
Pages : 240
Book Description
Expand your sexual repertoire and overcome inhibitions with Anne Hooper's unique and imaginative guide to erotic sex games. With something to suit everyone, you and your partner can discover how to live out daring fantasies and spice up your sex life. From stimulating games using an array of tantalizing sex toys and props, to frolics involving water, food, and video cameras, Anne Hooper shows couples how to explore and get the most out of a provocative range of sensual activities.
The Rational Male
Author: Rollo Tomassi
Publisher: Rollo Tomassi
ISBN:
Category : Family & Relationships
Languages : en
Pages : 191
Book Description
"The Bible of the Red Pill", The Rational Male® is a rational and pragmatic approach to intersexual dynamics, and the social and psychological underpinnings of intergender relations. The book is the compiled, ten-year core writing of author/blogger Rollo Tomassi from therationalmale.com. Rollo Tomassi is one of the leading voices in the globally growing, male-focused online consortium known as the "Manosphere". Outlined are the concepts of positive masculinity, the feminine imperative, plate theory, operative social conventions and the core psychological theory behind Game awareness and "red pill" ideology. Tomassi explains and outlines the principles of intergender social dynamics and foundational reasoning behind them.
Publisher: Rollo Tomassi
ISBN:
Category : Family & Relationships
Languages : en
Pages : 191
Book Description
"The Bible of the Red Pill", The Rational Male® is a rational and pragmatic approach to intersexual dynamics, and the social and psychological underpinnings of intergender relations. The book is the compiled, ten-year core writing of author/blogger Rollo Tomassi from therationalmale.com. Rollo Tomassi is one of the leading voices in the globally growing, male-focused online consortium known as the "Manosphere". Outlined are the concepts of positive masculinity, the feminine imperative, plate theory, operative social conventions and the core psychological theory behind Game awareness and "red pill" ideology. Tomassi explains and outlines the principles of intergender social dynamics and foundational reasoning behind them.
The Boardgame Book
Author: Robert Charles Bell
Publisher:
ISBN: 9780895350077
Category : Board games
Languages : en
Pages : 160
Book Description
Publisher:
ISBN: 9780895350077
Category : Board games
Languages : en
Pages : 160
Book Description
Choice Theory
Author: William Glasser, M.D.
Publisher: Harper Collins
ISBN: 0062031023
Category : Self-Help
Languages : en
Pages : 372
Book Description
Dr. William Glasser offers a new psychology that, if practiced, could reverse our widespread inability to get along with one another, an inability that is the source of almost all unhappiness. For progress in human relationships, he explains that we must give up the punishing, relationship–destroying external control psychology. For example, if you are in an unhappy relationship right now, he proposes that one or both of you could be using external control psychology on the other. He goes further. And suggests that misery is always related to a current unsatisfying relationship. Contrary to what you may believe, your troubles are always now, never in the past. No one can change what happened yesterday.
Publisher: Harper Collins
ISBN: 0062031023
Category : Self-Help
Languages : en
Pages : 372
Book Description
Dr. William Glasser offers a new psychology that, if practiced, could reverse our widespread inability to get along with one another, an inability that is the source of almost all unhappiness. For progress in human relationships, he explains that we must give up the punishing, relationship–destroying external control psychology. For example, if you are in an unhappy relationship right now, he proposes that one or both of you could be using external control psychology on the other. He goes further. And suggests that misery is always related to a current unsatisfying relationship. Contrary to what you may believe, your troubles are always now, never in the past. No one can change what happened yesterday.
Gaming Representation
Author: Jennifer Malkowski
Publisher:
ISBN: 9780253026477
Category : Games & Activities
Languages : en
Pages : 260
Book Description
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
Publisher:
ISBN: 9780253026477
Category : Games & Activities
Languages : en
Pages : 260
Book Description
Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.