The Original Area Mazes

The Original Area Mazes PDF Author: Naoki Inaba
Publisher: The Experiment
ISBN: 1615194223
Category : Games & Activities
Languages : en
Pages : 227

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Book Description
Perfect for sudoku fans—the rules for these 100 logic puzzles are simple, and the math is easy. But the puzzles get harder and harder! Once you match wits with area mazes, you’ll be hooked! Your quest is to navigate a network of rectangles to find a missing value. Just Remember: Area = length × width Use spatial reasoning to find helpful relationships Whole numbers are all you need. You can always get the answer without using fractions! Originally invented for gifted students, area mazes (menseki meiro), have taken all of Japan by storm. Are you a sudoku fanatic? Do you play brain games to stay sharp? Did you love geometry . . . or would you like to finally show it who’s boss? Feed your brain some area mazes—they could be just what you’re craving!

The Original Area Mazes

The Original Area Mazes PDF Author: Naoki Inaba
Publisher: The Experiment
ISBN: 1615194223
Category : Games & Activities
Languages : en
Pages : 227

Get Book Here

Book Description
Perfect for sudoku fans—the rules for these 100 logic puzzles are simple, and the math is easy. But the puzzles get harder and harder! Once you match wits with area mazes, you’ll be hooked! Your quest is to navigate a network of rectangles to find a missing value. Just Remember: Area = length × width Use spatial reasoning to find helpful relationships Whole numbers are all you need. You can always get the answer without using fractions! Originally invented for gifted students, area mazes (menseki meiro), have taken all of Japan by storm. Are you a sudoku fanatic? Do you play brain games to stay sharp? Did you love geometry . . . or would you like to finally show it who’s boss? Feed your brain some area mazes—they could be just what you’re craving!

Twentieth Century Standard Puzzle Book

Twentieth Century Standard Puzzle Book PDF Author: Various
Publisher: Good Press
ISBN:
Category : Fiction
Languages : en
Pages : 586

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Book Description
This book is indeed a puzzle book, intended to amuse the readers as they try to deduce the right answer to the various challenges that line this book's pages. From riddles to sudoku-style puzzles, the author truly knows his craft and those seeking brain teasers to tickle the mind would be delighted to discover this book.

Level Up!

Level Up! PDF Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515

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Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

The Refusal of Work

The Refusal of Work PDF Author: David Frayne
Publisher: Zed Books Ltd.
ISBN: 1783601205
Category : Political Science
Languages : en
Pages : 265

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Book Description
Paid work is absolutely central to the culture and politics of capitalist societies, yet today’s work-centred world is becoming increasingly hostile to the human need for autonomy, spontaneity and community. The grim reality of a society in which some are overworked, whilst others are condemned to intermittent work and unemployment, is progressively more difficult to tolerate. In this thought-provoking book, David Frayne questions the central place of work in mainstream political visions of the future, laying bare the ways in which economic demands colonise our lives and priorities. Drawing on his original research into the lives of people who are actively resisting nine-to-five employment, Frayne asks what motivates these people to disconnect from work, whether or not their resistance is futile, and whether they might have the capacity to inspire an alternative form of development, based on a reduction and social redistribution of work. A crucial dissection of the work-centred nature of modern society and emerging resistance to it, The Refusal of Work is a bold call for a more humane and sustainable vision of social progress.

Timeline of World History

Timeline of World History PDF Author: Matt Baker
Publisher: Thunder Bay Press
ISBN: 9781645174172
Category : History
Languages : en
Pages : 0

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Book Description
Chart the course of history through the ages with this collection of oversize foldout charts and timelines. Timeline of World History is a unique work of visual reference from the founders of the Useful Charts website that puts the world's kingdoms, empires, and civilizations in context with one another. A giant wall chart shows the timelines and key events for each region of the world, and four additional foldout charts display the history of the Americas, Europe, Asia and the Pacific, and Africa and the Middle East. Packed with maps, diagrams, and images, this book captures the very essence of our shared history.

Superforecasting

Superforecasting PDF Author: Philip E. Tetlock
Publisher: Crown
ISBN: 080413670X
Category : Business & Economics
Languages : en
Pages : 331

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Book Description
NEW YORK TIMES BESTSELLER • NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE ECONOMIST “The most important book on decision making since Daniel Kahneman's Thinking, Fast and Slow.”—Jason Zweig, The Wall Street Journal Everyone would benefit from seeing further into the future, whether buying stocks, crafting policy, launching a new product, or simply planning the week’s meals. Unfortunately, people tend to be terrible forecasters. As Wharton professor Philip Tetlock showed in a landmark 2005 study, even experts’ predictions are only slightly better than chance. However, an important and underreported conclusion of that study was that some experts do have real foresight, and Tetlock has spent the past decade trying to figure out why. What makes some people so good? And can this talent be taught? In Superforecasting, Tetlock and coauthor Dan Gardner offer a masterwork on prediction, drawing on decades of research and the results of a massive, government-funded forecasting tournament. The Good Judgment Project involves tens of thousands of ordinary people—including a Brooklyn filmmaker, a retired pipe installer, and a former ballroom dancer—who set out to forecast global events. Some of the volunteers have turned out to be astonishingly good. They’ve beaten other benchmarks, competitors, and prediction markets. They’ve even beaten the collective judgment of intelligence analysts with access to classified information. They are "superforecasters." In this groundbreaking and accessible book, Tetlock and Gardner show us how we can learn from this elite group. Weaving together stories of forecasting successes (the raid on Osama bin Laden’s compound) and failures (the Bay of Pigs) and interviews with a range of high-level decision makers, from David Petraeus to Robert Rubin, they show that good forecasting doesn’t require powerful computers or arcane methods. It involves gathering evidence from a variety of sources, thinking probabilistically, working in teams, keeping score, and being willing to admit error and change course. Superforecasting offers the first demonstrably effective way to improve our ability to predict the future—whether in business, finance, politics, international affairs, or daily life—and is destined to become a modern classic.

Meaning in Life and Why It Matters

Meaning in Life and Why It Matters PDF Author: Susan Wolf
Publisher: Princeton University Press
ISBN: 0691154503
Category : Philosophy
Languages : en
Pages : 161

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Book Description
A fresh reflection on what makes life meaningful Most people, including philosophers, tend to classify human motives as falling into one of two categories: the egoistic or the altruistic, the self-interested or the moral. According to Susan Wolf, however, much of what motivates us does not comfortably fit into this scheme. Often we act neither for our own sake nor out of duty or an impersonal concern for the world. Rather, we act out of love for objects that we rightly perceive as worthy of love—and it is these actions that give meaning to our lives. Wolf makes a compelling case that, along with happiness and morality, this kind of meaningfulness constitutes a distinctive dimension of a good life. Written in a lively and engaging style, and full of provocative examples, Meaning in Life and Why It Matters is a profound and original reflection on a subject of permanent human concern.

How to Do Things with Videogames

How to Do Things with Videogames PDF Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194

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Book Description
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Beyond Choices

Beyond Choices PDF Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262019787
Category : Games & Activities
Languages : en
Pages : 189

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Book Description
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

Newsgames

Newsgames PDF Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262289083
Category : Language Arts & Disciplines
Languages : en
Pages : 244

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Book Description
How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.