Game Time

Game Time PDF Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273

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Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Game Time!

Game Time! PDF Author: Stuart J. Murphy
Publisher: Harper Collins
ISBN: 0064467325
Category : Juvenile Nonfiction
Languages : en
Pages : 42

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Book Description
Game Time! Keep an eye on the clock as the Huskies and the Falcons gear up for their championship soccer match. Weeks, days, hours, minutes, and seconds--it's all game time!

Game Time

Game Time PDF Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032830
Category : Games & Activities
Languages : en
Pages : 275

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Book Description
Pausing, slowing, rewinding, replaying, reactivating, reanimating . . . Has manipulating video game timelines altered our experience of time? “Compelling.” —Choice Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls “game time.” Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Features comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. “The text is well-researched, and the introduction is an excellent, focused overview of video game studies.” —Choice

Game-Time Decision Making: High-Scoring Business Strategies from the Biggest Names in Sports

Game-Time Decision Making: High-Scoring Business Strategies from the Biggest Names in Sports PDF Author: David Meltzer
Publisher: McGraw Hill Professional
ISBN: 126045262X
Category : Business & Economics
Languages : en
Pages : 225

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Book Description
Make business decisions with the same confidence and clarity as the world’s best sports coaches. When the pressure is on, great coaches remain laser-focused, confident, and fully in charge of their roster. They’re the same way when it comes to developing strategies and game plans to succeed. In short, they always win because they have a superior decision-making process. Game-Time Decision Making provides everything you need to up your decision-making game and build a championship-level business. It takes you step by step through the process of: • Putting together an all-pro team with diverse skillsets • Building a positive mindset that will overwhelm the competition • Developing a keen awareness of "the playing field" • Learning from failures so you never make the same mistake twice • Creating both offensive and defensive strategies for branding and marketing When you have everything in place to make quick, accurate calls in the toughest of situations, you have what you need to dominate your industry. Game-Time Decision Making is a proven playbook for positioning yourself for success. From creating and utilizing the best tactics and strategies to leading your company through times of change, this is your playbook for total business success.

Teen Titans Go! (TM): Game Time

Teen Titans Go! (TM): Game Time PDF Author: Steve Korté
Publisher: Little, Brown Books for Young Readers
ISBN: 9780316506823
Category : Juvenile Fiction
Languages : en
Pages : 0

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Book Description
It's game time in Titans Tower! First, a training program gone awry sends each of the Teen Titans on their own 8-bit video game adventure. Then, the Titans are accidentally transported inside their table top roleplaying game, and are sent on an epic quest to recover the key to their escape. Finally, Robin teaches the rest of the Titans how to play soccer--but the secret behind the sport's global popularity is looming to ruin the fun. TM & © DC Comics. (s17)

Game Time

Game Time PDF Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273

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Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

Game Time

Game Time PDF Author: Roger Angell
Publisher: Open Road Media
ISBN: 150408165X
Category : Sports & Recreation
Languages : en
Pages : 432

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Book Description
“Baseball’s most eloquent analyst” demonstrates why he has “long since attained the status of national treasure,” in this classic essay collection (The New York Times Book Review). Roger Angell's famous explorations of the summer game are built on acute observation and joyful participation, conveyed in a prose style as admired and envied as Ted Williams’s swing. Here is Angell on Fenway Park in September, on Bob Gibson brooding in retirement, on Tom Seaver in mid-windup, on the abysmal early and recent Mets, on a scout at work in backcountry Kentucky, on Pete Rose and Willie Mays and Pedro Martinez, on the astounding Barry Bonds at Pac Bell Park, and more. With twenty-nine essays divided between spring, summer, and fall, Game Time carries readers through the arc of the season with refreshed understanding and pleasure. With an introduction by Richard Ford, this collection represents Angell’s best writings, from spring training in 1962 to the explosive World Series of 2002. A New York Times Notable Book

Game Time

Game Time PDF Author: Robyn Hromek
Publisher: SAGE
ISBN: 184920246X
Category : Education
Languages : en
Pages : 153

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Book Description
Includes CD-Rom These games will be invaluable for those working with small groups of young people who find it difficult to behave and co-operate with their peers. They are progressive in terms of skill development and complexity and have a strong focus on early intervention (age range from 4 to 14). The games may be used sequentially over 6 to 8 sessions to practise a range of social and emotional skills; or in a one-off session to cover specific skills. Socio-emotional development addressed includes: - social and friendship skills - anger management - coping with teasing - coping in the playground - paying compliments The nine games are presented on a CD for users to print their own colour copies. The disc contains the games board and all the necessary cards.

It's Game Time!

It's Game Time! PDF Author: Nicholas J. Rinaldi
Publisher: Rowman & Littlefield
ISBN: 1475815247
Category : Education
Languages : en
Pages : 101

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Book Description
Successful teachers are typically capable of keeping their students actively involved, but one way to guarantee students' attention is through the use of classroom games. Besides being a welcome change-of-pace to routine lessons, games can be a lot of fun for both the students and the teacher. It's Game Time!: Games to Enhance Classroom Learning enables the teacher to decide when and how to use games to effectively complement their teaching philosophy and style to meet the needs of their students by providing over 40 games that can be used in any class at any level. Playing games in the classroom can enhance learning by providing a non-tedious, pleasant form of drill and practice help the students to learn the course content be useful in providing for individual differences motivate students to improve study habits relate course content to individual interests give more students a chance to be successful encourage cooperation among students help promote student leadership

Game Time, Mallory!

Game Time, Mallory! PDF Author: Laurie B. Friedman
Publisher: Darby Creek
ISBN: 1467709239
Category : Fiction
Languages : en
Pages : 164

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Book Description
Mallory is excited to participate in a new girls' basketball league, although she has never played and her best friends are not interested, but as the worst player on her team she realizes she has a lot to learn.

Time and Space in Video Games

Time and Space in Video Games PDF Author: Federico Alvarez Igarzábal
Publisher: transcript Verlag
ISBN: 3839447135
Category : Social Science
Languages : en
Pages : 233

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Book Description
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.