The Best Gamers Are Born in September

The Best Gamers Are Born in September PDF Author: Gametime Journals Publishing
Publisher:
ISBN:
Category :
Languages : en
Pages : 120

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Book Description
The Best Gamers Are Born In September This 120-Page Journal Features: Game Themed Cover 120-page Count Page Size 6" x 9" White Paper With Lines Matte-Finish For A Professional Look And Feel

The Best Gamers Are Born in September

The Best Gamers Are Born in September PDF Author: Gametime Journals Publishing
Publisher:
ISBN:
Category :
Languages : en
Pages : 120

Get Book Here

Book Description
The Best Gamers Are Born In September This 120-Page Journal Features: Game Themed Cover 120-page Count Page Size 6" x 9" White Paper With Lines Matte-Finish For A Professional Look And Feel

The Best Gamers Are Born in September

The Best Gamers Are Born in September PDF Author: Youfa Notebooking
Publisher:
ISBN:
Category :
Languages : en
Pages : 120

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Book Description
If you're not a gamer yourself, it can feel next to impossible to know what to buy for the gamer in your life for the birthdays. To help you find a winning gift for any gamer, we created this journal notebook to help you wish a happy birthday in an encouraging an personalized way to the gamer you know ... This notebook journal for gamer can be a thoughtful gift that will be used and appreciated for years. It is also a great motivation booster. NB : Its is available in all months of the year ( from January to December ) Details : - Cover : Black - Paper : White - Size : 6*9 inches - Pages : 120 pages Blank Notebooks Are Perfect For: - Stocking Stuffers & Gift Baskets - Gift for valentine's day - Diaries - Gift for gamers - Gift for new year - Gift For friends - Gift for birthdays - Gift for your husband/wife - Gift for your boyfriend gamer /girlfriend gamer - & much much more...

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games PDF Author: Christopher A. Paul
Publisher:
ISBN: 9781517900403
Category : Merit (Ethics)
Languages : en
Pages : 245

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Book Description
An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

We the Gamers

We the Gamers PDF Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926104
Category : Education
Languages : en
Pages : 401

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Book Description
Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Samak the Ayyar

Samak the Ayyar PDF Author:
Publisher: Columbia University Press
ISBN: 0231552815
Category : Fiction
Languages : en
Pages : 532

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Book Description
The adventures of Samak, a trickster-warrior hero of Persia’s thousand-year-old oral storytelling tradition, are beloved in Iran. Samak is an ayyar, a warrior who comes from the common people and embodies the ideals of loyalty, selflessness, and honor—a figure that recalls samurai, ronin, and knights yet is distinctive to Persian legend. His exploits—set against an epic background of palace intrigue, battlefield heroics, and star-crossed romance between a noble prince and princess—are as deeply rooted in Persian culture as are the stories of Robin Hood and King Arthur in the West. However, this majestic tale has remained little known outside Iran. Translated from the original Persian by Freydoon Rassouli and adapted by Prince of Persia creator Jordan Mechner, this timeless masterwork can now be enjoyed by English-speaking readers. A thrilling and suspenseful saga, Samak the Ayyar also offers a vivid portrait of Persia a thousand years ago. Within an epic quest narrative teeming with action and supernatural forces, it sheds light on the lives of ordinary people and their social worlds. This is the first complete English-language version of a treasure of world culture. The translation is grounded in the twelfth-century Persian text while paying homage to the dynamic culture of storytelling from which it arose.

The Very Best Bad Idea

The Very Best Bad Idea PDF Author: Kirk Westwood
Publisher: New Degree Press
ISBN: 1641375256
Category : Business & Economics
Languages : en
Pages : 227

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Book Description
Do you like to be wrong? Shouldn’t you? Why do you think “wrong” is “bad”? In The Very Best Bad Idea, Kirk Westwood steamrolls the long-held premise that right is good and wrong is bad. He paves the way to give anyone who sees situations differently the permission to be proud of their brilliantly unbridled “bad ideas.” In this book, you'll learn about: -- The History of Thinking, and how we might be wired incorrectly for the society we live in today. -- An in depth analysis of popular cliches like “don’t reinvent the wheel” and “build a better mousetrap” and why we might need to “make friends with the mouse”. -- Why people should start embracing their unique views of the world as they are the true genesis of innovation and creativity. And so much more! This book speaks to the entrepreneurs, the creatives, the innovators, and the outcasts as they seek out the secret to conquering innovation. It’s an unconventional look at a conventional problem. If you’re ready to release the “Kreative” and embrace your individual perspective, get ready for the The Very Best Bad Idea.

The Comic Book Story of Video Games

The Comic Book Story of Video Games PDF Author: Jonathan Hennessey
Publisher: Ten Speed Graphic
ISBN: 0399578919
Category : Comics & Graphic Novels
Languages : en
Pages : 192

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Book Description
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

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Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

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Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Born Digital

Born Digital PDF Author: John Palfrey
Publisher: Basic Books
ISBN: 0465094155
Category : Social Science
Languages : en
Pages : 263

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Book Description
"An excellent primer on what it means to live digitally. It should be required reading for adults trying to understand the next generation." -- Nicholas Negroponte, author of Being Digital The first generation of children who were born into and raised in the digital world are coming of age and reshaping the world in their image. Our economy, our politics, our culture, and even the shape of our family life are being transformed. But who are these wired young people? And what is the world they're creating going to look like? In this revised and updated edition, leading Internet and technology experts John Palfrey and Urs Gasser offer a cutting-edge sociological portrait of these young people, who can seem, even to those merely a generation older, both extraordinarily sophisticated and strangely narrow. Exploring a broad range of issues -- privacy concerns, the psychological effects of information overload, and larger ethical issues raised by the fact that young people's social interactions, friendships, and civic activities are now mediated by digital technologies -- Born Digital is essential reading for parents, teachers, and the myriad of confused adults who want to understand the digital present and shape the digital future.