Press Play

Press Play PDF Author: Eric Devine
Publisher: Running Press Kids
ISBN: 0762455535
Category : Young Adult Fiction
Languages : en
Pages : 243

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Book Description
Pound by sweaty pound, Greg Dunsmore's plan is working. Greg is steadily losing weight while gaining the material he needs to make the documentary that will get him into film school and away from the constant jeers of "Dun the Tun." But when Greg captures footage of brutal and bloody hazing by his town's championship-winning lacrosse team, he knows he has evidence that could damage as much as it could save. And if the harm is to himself and his future, is revealing the truth worth the cost? CCSS-aligned curriculum guide can be found online at http://www.rpcurriculumguides.com/curriculum_guides.html

Press Play

Press Play PDF Author: Eric Devine
Publisher: Running Press Kids
ISBN: 0762455535
Category : Young Adult Fiction
Languages : en
Pages : 243

Get Book Here

Book Description
Pound by sweaty pound, Greg Dunsmore's plan is working. Greg is steadily losing weight while gaining the material he needs to make the documentary that will get him into film school and away from the constant jeers of "Dun the Tun." But when Greg captures footage of brutal and bloody hazing by his town's championship-winning lacrosse team, he knows he has evidence that could damage as much as it could save. And if the harm is to himself and his future, is revealing the truth worth the cost? CCSS-aligned curriculum guide can be found online at http://www.rpcurriculumguides.com/curriculum_guides.html

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Press Start to Play

Press Start to Play PDF Author: Daniel H. Wilson
Publisher: Vintage
ISBN: 1101873310
Category : Fiction
Languages : en
Pages : 530

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Book Description
IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do?

From Playgrounds to Playstation

From Playgrounds to Playstation PDF Author: Carroll Pursell
Publisher: Johns Hopkins University Press+ORM
ISBN: 1421416514
Category : Technology & Engineering
Languages : en
Pages : 277

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Book Description
This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors—who often talk about “playing” at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.

A Play of Bodies

A Play of Bodies PDF Author: Brendan Keogh
Publisher: MIT Press
ISBN: 0262037637
Category : Games & Activities
Languages : en
Pages : 249

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Book Description
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Press and Play

Press and Play PDF Author:
Publisher:
ISBN: 9780241363249
Category : Animals
Languages : en
Pages : 14

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Book Description
Go on a counting adventure with your favourite animals in this noisy board book for little ones. With six high-quality animal sounds to press and count, easy-to-grip tabbed pages, and lots of cute animals to meet, this interactive book will appeal to young children and encourage early learning skills. Give your child a head start before they start school with this fun and educational children's book. With this unique book children can count the animal sounds as they press each button. Learning to count abstract things such as sounds is part of the early years curriculum and this book lets your child practise this skill, getting them ready for school. Parents will love the other ways that this noisy book supports preschool learning; the tabs encourage little ones to turn the pages all by themselves, and joining in with the rhyme and copying the animal noises helps children get ready for reading. Children will love meeting the playful animals, including one tooting elephant squirting water, two oinking pigs splashing in the mud, and three lions playing chase. The lively pictures, together with the fun rhyme, ensure that children will be eager to return to this animal book again and again. Learning to count and name animals has never been so much fun!

No Game for Boys to Play

No Game for Boys to Play PDF Author: Kathleen Bachynski
Publisher: UNC Press Books
ISBN: 1469653710
Category : Health & Fitness
Languages : en
Pages : 297

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Book Description
From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.

Press Play

Press Play PDF Author: Anne Fine
Publisher: Reading Ladder
ISBN: 9781405282420
Category : Children's stories
Languages : en
Pages : 0

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Book Description
Nicky, Tasha, and Joe's mom leaves for work early one day and she leaves instructions for them on a cassette-player all they have to do is press play Nicky and Tasha must get themselves ready for school and get baby Joe ready for playgroup without waking Dad They have to get dressed, make porridge for breakfast, and find Joe's toy rabbit. Then they have to creep into Dad's bedroom and set the alarm clock for him. But it is very hard to get ready quietly, especially when your baby brother is crying for his toy rabbit "

Ambient Play

Ambient Play PDF Author: Larissa Hjorth
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200

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Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.

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.