Game On!

Game On! PDF Author: Dustin Hansen
Publisher: Macmillan
ISBN: 1250080959
Category : Juvenile Nonfiction
Languages : en
Pages : 369

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Book Description
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--

Game On!

Game On! PDF Author: Dustin Hansen
Publisher: Macmillan
ISBN: 1250080959
Category : Juvenile Nonfiction
Languages : en
Pages : 369

Get Book Here

Book Description
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--

The Psychology of Video Games

The Psychology of Video Games PDF Author: Celia Hodent
Publisher: Routledge
ISBN: 1000194760
Category : Psychology
Languages : en
Pages : 110

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Book Description
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Play Anything

Play Anything PDF Author: Ian Bogost
Publisher: Basic Books
ISBN: 0465096506
Category : Science
Languages : en
Pages : 290

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Book Description
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Critical Play

Critical Play PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363

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Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration PDF Author: Mary Scannell
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240

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Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

The Status Game

The Status Game PDF Author: Will Storr
Publisher: William Collins
ISBN: 9780008354640
Category :
Languages : en
Pages : 304

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Book Description
From the Sunday Times bestselling author of The Science of Storytelling comes a bold and ambitious investigation of status that will redefine human culture for our times There's something humans desire even more than gold. It's a fundamental drive that's common to all humanity, cutting across race, gender, age and culture. Our need for it is such that exactly how much of it we possess dramatically effects not only our happiness and well-being but also our physical health. It'sstatus, argues Will Storr. You can't understand human behaviour without understanding The Status Game. This game, which we are all playing, is not only the secret of our success, but also of our most evil behaviour. Everything is subordinate to status, and humans aren't unique in our complicity with it. By reflecting on the various ways humans negotiate this game - through status hierarchies, values, myths and sacred markers, Storr gives readers a master class in this most malevolent of social mysteries.

Math Fact Fluency

Math Fact Fluency PDF Author: Jennifer Bay-Williams
Publisher: ASCD
ISBN: 1416627227
Category : Education
Languages : en
Pages : 206

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Book Description
This approach to teaching basic math facts, grounded in years of research, will transform students' learning of basic facts and help them become more confident, adept, and successful at math. Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the upper elementary grades (and beyond) still counting on their fingers or experiencing math anxiety? What does research say about teaching basic math facts so they will stick? In Math Fact Fluency, experts Jennifer Bay-Williams and Gina Kling provide the answers to these questions—and so much more. This book offers everything a teacher needs to teach, assess, and communicate with parents about basic math fact instruction, including The five fundamentals of fact fluency, which provide a research-based framework for effective instruction in the basic facts. Strategies students can use to find facts that are not yet committed to memory. More than 40 easy-to-make, easy-to-use games that provide engaging fact practice. More than 20 assessment tools that provide useful data on fact fluency and mastery. Suggestions and strategies for collaborating with families to help their children master the basic math facts. Math Fact Fluency is an indispensable guide for any educator who needs to teach basic math facts.

Start with Why

Start with Why PDF Author: Simon Sinek
Publisher: Penguin
ISBN: 1591846447
Category : Business & Economics
Languages : en
Pages : 257

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Book Description
The inspirational bestseller that ignited a movement and asked us to find our WHY Discover the book that is captivating millions on TikTok and that served as the basis for one of the most popular TED Talks of all time—with more than 56 million views and counting. Over a decade ago, Simon Sinek started a movement that inspired millions to demand purpose at work, to ask what was the WHY of their organization. Since then, millions have been touched by the power of his ideas, and these ideas remain as relevant and timely as ever. START WITH WHY asks (and answers) the questions: why are some people and organizations more innovative, more influential, and more profitable than others? Why do some command greater loyalty from customers and employees alike? Even among the successful, why are so few able to repeat their success over and over? People like Martin Luther King Jr., Steve Jobs, and the Wright Brothers had little in common, but they all started with WHY. They realized that people won't truly buy into a product, service, movement, or idea until they understand the WHY behind it. START WITH WHY shows that the leaders who have had the greatest influence in the world all think, act and communicate the same way—and it's the opposite of what everyone else does. Sinek calls this powerful idea The Golden Circle, and it provides a framework upon which organizations can be built, movements can be led, and people can be inspired. And it all starts with WHY.

The Most Dangerous Game

The Most Dangerous Game PDF Author: Richard Connell
Publisher: Lindhardt og Ringhof
ISBN: 8728187490
Category : Fiction
Languages : en
Pages : 28

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Book Description
Sanger Rainsford is a big-game hunter, who finds himself washed up on an island owned by the eccentric General Zaroff. Zaroff, a big-game hunter himself, has heard of Rainsford’s abilities with a gun and organises a hunt. However, they’re not after animals – they’re after people. When he protests, Rainsford the hunter becomes Rainsford the hunted. Sharing similarities with "The Hunger Games", starring Jennifer Lawrence, this is the story that created the template for pitting man against man. Born in New York, Richard Connell (1893 – 1949) went on to become an acclaimed author, screenwriter, and journalist. He is best remembered for the gripping novel "The Most Dangerous Game" and for receiving an Oscar nomination for the screenplay "Meet John Doe".