Author: Thomas Pyles
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
The Origins and Development of the English Language
Author: Thomas Pyles
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
USA TODAY Jumbo Puzzle Book 2
Author: USA Today
Publisher: Andrews McMeel Publishing
ISBN: 0740785397
Category : Games & Activities
Languages : en
Pages : 482
Book Description
USA Today Jumbo Book Puzzle Two is an eclectic mix of brain games, including puzzles such as crossword, logic, sudoku, and much more. This hefty edition features 400 puzzles, so sharpen your pencils and get ready for challenging and exciting fun!
Publisher: Andrews McMeel Publishing
ISBN: 0740785397
Category : Games & Activities
Languages : en
Pages : 482
Book Description
USA Today Jumbo Book Puzzle Two is an eclectic mix of brain games, including puzzles such as crossword, logic, sudoku, and much more. This hefty edition features 400 puzzles, so sharpen your pencils and get ready for challenging and exciting fun!
Mas Oyama's Essential Karate
Author: Mas Oyama
Publisher: Sterling Publishing (NY)
ISBN: 9780806988443
Category : Karate
Languages : en
Pages : 0
Book Description
The techniques and philosophy of the world-renowned master. More than 1,300 photos make this the world's most complete guidebook.
Publisher: Sterling Publishing (NY)
ISBN: 9780806988443
Category : Karate
Languages : en
Pages : 0
Book Description
The techniques and philosophy of the world-renowned master. More than 1,300 photos make this the world's most complete guidebook.
How to Do Things with Videogames
Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194
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.
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194
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
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262019787
Category : Games & Activities
Languages : en
Pages : 189
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.
Publisher: MIT Press
ISBN: 0262019787
Category : Games & Activities
Languages : en
Pages : 189
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
Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262289083
Category : Language Arts & Disciplines
Languages : en
Pages : 244
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.
Publisher: MIT Press
ISBN: 0262289083
Category : Language Arts & Disciplines
Languages : en
Pages : 244
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.
Informatics and Communication Technologies for Societal Development
Author: Elijah Blessing Rajsingh
Publisher: Springer
ISBN: 8132219163
Category : Technology & Engineering
Languages : en
Pages : 181
Book Description
This volume comprises research papers presented at the International Conference on Informatics and Communication Technologies for Societal Development (ICICTS 2014) held at Karunya University, India. The content focuses on the recent advancements in image or signal processing, computer vision, communication technologies, soft computing, advanced computing, data mining and knowledge discovery. The primary objective of this volume is to facilitate advancement and application of the knowledge and to promote ideas that solve problems faced by society through cutting-edge technologies. The chapters contain selected articles from academicians, researchers and industry experts in the form of frameworks, models and architectures. Practical approaches, observations and results of research that promotes societal development are also incorporated. This volume will serve as a useful compendium for interested readers and researchers working towards societal development from the technological perspective.
Publisher: Springer
ISBN: 8132219163
Category : Technology & Engineering
Languages : en
Pages : 181
Book Description
This volume comprises research papers presented at the International Conference on Informatics and Communication Technologies for Societal Development (ICICTS 2014) held at Karunya University, India. The content focuses on the recent advancements in image or signal processing, computer vision, communication technologies, soft computing, advanced computing, data mining and knowledge discovery. The primary objective of this volume is to facilitate advancement and application of the knowledge and to promote ideas that solve problems faced by society through cutting-edge technologies. The chapters contain selected articles from academicians, researchers and industry experts in the form of frameworks, models and architectures. Practical approaches, observations and results of research that promotes societal development are also incorporated. This volume will serve as a useful compendium for interested readers and researchers working towards societal development from the technological perspective.
COLOR BY NUMBER GREEN
Author: Ltd Publications International
Publisher: Publications International, Limited
ISBN: 9781680227703
Category : Games
Languages : en
Pages :
Book Description
Publisher: Publications International, Limited
ISBN: 9781680227703
Category : Games
Languages : en
Pages :
Book Description
Extreme Word Search
Author: Parragon Books
Publisher: Parragon Books
ISBN: 9781680524741
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Are you always in pursuit of hidden words? Well, open these pages and if you keep looking hard, words will never fail you. These 300 puzzles will keep you on the constant lookout for words going vertically, diagonally, forward, and bbackward with themes ranging from country music legends and types of potatoes to Las Vegas hotels and robots and automata. Are you ready to rise to an Extreme Word Search challenge? 300 PUZZLES & SOLUTIONS: Hours of fun and entertainment to enjoy! INCREASE YOUR KNOWLEDGE: Learn new facts on popular people and places while completing your word search puzzles. Dust off your knowledge of 80's hit songs, test how much you know about Star Wars, or find 20 amusement park rides. How about some of the most popular NFL stadiums or breeds of dogs? Hours of fun and entertainment to keep your mind challenged! EASY-TO-CARRY: Pocket format, small enough to fit in a purse, briefcase, or backpack. Great for on-the-go wherever your travels take you. Just the right size to leave on your nightstand and coffee table MAKES A GREAT GIFT: For the novice to expert this word search book makes a great gift! ON-THE GO POCKET PUZZLE COLLECTION: Look for more puzzle books including Fantastic Word Search and Ultimate Mind Games
Publisher: Parragon Books
ISBN: 9781680524741
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Are you always in pursuit of hidden words? Well, open these pages and if you keep looking hard, words will never fail you. These 300 puzzles will keep you on the constant lookout for words going vertically, diagonally, forward, and bbackward with themes ranging from country music legends and types of potatoes to Las Vegas hotels and robots and automata. Are you ready to rise to an Extreme Word Search challenge? 300 PUZZLES & SOLUTIONS: Hours of fun and entertainment to enjoy! INCREASE YOUR KNOWLEDGE: Learn new facts on popular people and places while completing your word search puzzles. Dust off your knowledge of 80's hit songs, test how much you know about Star Wars, or find 20 amusement park rides. How about some of the most popular NFL stadiums or breeds of dogs? Hours of fun and entertainment to keep your mind challenged! EASY-TO-CARRY: Pocket format, small enough to fit in a purse, briefcase, or backpack. Great for on-the-go wherever your travels take you. Just the right size to leave on your nightstand and coffee table MAKES A GREAT GIFT: For the novice to expert this word search book makes a great gift! ON-THE GO POCKET PUZZLE COLLECTION: Look for more puzzle books including Fantastic Word Search and Ultimate Mind Games
Sticker Puzzles in the Wild
Author: Publications International Ltd
Publisher: Publications International, Limited
ISBN: 9781640307414
Category : Games & Activities
Languages : en
Pages : 52
Book Description
Sticker Puzzles: In the Wild is a compelling activity to keep your child's brain engaged to create totally cool art. Similar to color or paint by number, this sticker activity book features designs that are divided into spaces, each with a letter, that corresponds to a sticker. Find the sticker, peel it, and place it in the right space. Watch as a full colored image emerges from the original unfinished illustration. Includes 10 images to sticker The wire spiral and perforated pages make the book easy to use! 8-1/2" x 10" 52 pages
Publisher: Publications International, Limited
ISBN: 9781640307414
Category : Games & Activities
Languages : en
Pages : 52
Book Description
Sticker Puzzles: In the Wild is a compelling activity to keep your child's brain engaged to create totally cool art. Similar to color or paint by number, this sticker activity book features designs that are divided into spaces, each with a letter, that corresponds to a sticker. Find the sticker, peel it, and place it in the right space. Watch as a full colored image emerges from the original unfinished illustration. Includes 10 images to sticker The wire spiral and perforated pages make the book easy to use! 8-1/2" x 10" 52 pages