Author: Stuart J. Murphy
Publisher: Harper Collins
ISBN: 0064467325
Category : Juvenile Nonfiction
Languages : en
Pages : 42
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!
Author: Stuart J. Murphy
Publisher: Harper Collins
ISBN: 0064467325
Category : Juvenile Nonfiction
Languages : en
Pages : 42
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!
Publisher: Harper Collins
ISBN: 0064467325
Category : Juvenile Nonfiction
Languages : en
Pages : 42
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
Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032830
Category : Games & Activities
Languages : en
Pages : 275
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
Publisher: Indiana University Press
ISBN: 0253032830
Category : Games & Activities
Languages : en
Pages : 275
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
Author: David Meltzer
Publisher: McGraw Hill Professional
ISBN: 126045262X
Category : Business & Economics
Languages : en
Pages : 225
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.
Publisher: McGraw Hill Professional
ISBN: 126045262X
Category : Business & Economics
Languages : en
Pages : 225
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.
Game as Old as Time
Author: Jake Stehman
Publisher:
ISBN: 9781662909320
Category :
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9781662909320
Category :
Languages : en
Pages : 0
Book Description
Jump Shot
Author: Tiki Barber
Publisher: Simon and Schuster
ISBN: 1442457317
Category : Juvenile Fiction
Languages : en
Pages : 160
Book Description
The Barber brothers know their way around a football field—but can they succeed on the basketball court? Find out in this slam dunk with “lively basketball action and life lessons aplenty (Kirkus Reviews)” from NFL superstars and bestselling authors Tiki and Ronde Barber. As Tiki and Ronde count the days until the start of football season, the basketball coach approaches them looking for new recruits, and Tiki and Ronde sign on. While Hidden Valley Junior High has always been a powerhouse in football, the school has never done as well in basketball. Ronde is a good passer, but he needs Tiki to get free to sink his shots. Tiki doesn’t feel the inner confidence he felt on the football field: it’s one thing to play in the driveway, but it’s another to sink one on the court, when so much is on the line. The brothers need a winning attitude—and they need to bring everyone together to win. That is their only way to victory. Can they do it?
Publisher: Simon and Schuster
ISBN: 1442457317
Category : Juvenile Fiction
Languages : en
Pages : 160
Book Description
The Barber brothers know their way around a football field—but can they succeed on the basketball court? Find out in this slam dunk with “lively basketball action and life lessons aplenty (Kirkus Reviews)” from NFL superstars and bestselling authors Tiki and Ronde Barber. As Tiki and Ronde count the days until the start of football season, the basketball coach approaches them looking for new recruits, and Tiki and Ronde sign on. While Hidden Valley Junior High has always been a powerhouse in football, the school has never done as well in basketball. Ronde is a good passer, but he needs Tiki to get free to sink his shots. Tiki doesn’t feel the inner confidence he felt on the football field: it’s one thing to play in the driveway, but it’s another to sink one on the court, when so much is on the line. The brothers need a winning attitude—and they need to bring everyone together to win. That is their only way to victory. Can they do it?
Teen Titans Go! (TM): Game Time
Author: Steve Korté
Publisher: Little, Brown Books for Young Readers
ISBN: 9780316506823
Category : Juvenile Fiction
Languages : en
Pages : 0
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)
Publisher: Little, Brown Books for Young Readers
ISBN: 9780316506823
Category : Juvenile Fiction
Languages : en
Pages : 0
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
Author: Tiki Barber
Publisher: Simon & Schuster/Paula Wiseman Books
ISBN: 9781442412903
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Follow Tiki and Ronde Barber as they try out for the Hidden Valley Eagles and develop as players on their junior high team. From unexpected wins to unexpected academic probation, Tiki and Ronde keep their team together and help each other grow on and off the field. Boxed set includes paperbacks of Kickoff!, Go Long! and Wild Card.
Publisher: Simon & Schuster/Paula Wiseman Books
ISBN: 9781442412903
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Follow Tiki and Ronde Barber as they try out for the Hidden Valley Eagles and develop as players on their junior high team. From unexpected wins to unexpected academic probation, Tiki and Ronde keep their team together and help each other grow on and off the field. Boxed set includes paperbacks of Kickoff!, Go Long! and Wild Card.
The "Legend of Zelda: Ocarina of Time"
Author: Tim Summers
Publisher:
ISBN: 9781789385670
Category :
Languages : en
Pages : 334
Book Description
Critical analysis of the music of the iconic 1998 Nintendo 64 video game. More than twenty years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game's music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game's music. Given music's well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay, and reconfigure the music in an enduring cultural site that has Ocarina of Time at its center. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example. The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.
Publisher:
ISBN: 9781789385670
Category :
Languages : en
Pages : 334
Book Description
Critical analysis of the music of the iconic 1998 Nintendo 64 video game. More than twenty years after its creation, The Legend of Zelda: Ocarina of Time is still held in high critical regard as one of the finest examples of the video game medium. The same is true of the game's music, whose superlative reception continues to be evident, whether in the context of the game or in orchestral concerts and recordings of the game's music. Given music's well-established significance for the video game form, it is no coincidence that music is placed at the forefront of this most lauded and loved of games. In Ocarina of Time, music connects and unifies all aspects of the game, from the narrative conceit to the interactive mechanics, from the characters to the virtual worlds, and even into the activity of legions of fans and gamers, who play, replay, and reconfigure the music in an enduring cultural site that has Ocarina of Time at its center. As video game music studies begins to mature into a coherent field, it is now possible to take the theoretical apparatus and critical approaches that have been developed in antecedent scholarship and put these into practice in the context of an extended concrete game example. The most extensive investigation into the music of a single game yet undertaken, this book serves three important primary purposes: first, it provides a historical-critical account of the music of an important video game text; second, it uses this investigation to explore wider issues in music and media studies (including interactivity, fan cultures, and music and technology); and third, it serves as a model for future in-depth studies of video game music.
Game Time
Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
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.
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
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
Author: Robyn Hromek
Publisher: SAGE
ISBN: 9781412910729
Category : Education
Languages : en
Pages : 80
Book Description
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. If the award cards are missing from your CD you can download them here: Award Cards (pdf 996kb) Robyn has also modified some of the elements to be suitable for the Australian market - these are downloadable here: Decision Cube (pdf 513kb) Money Cards (pdf 10kb) Playground (pdf 2,875kb) Strong and Smart (pdf 2,971kb) Tease (pdf 199kb) Think Again (pdf 209kb)
Publisher: SAGE
ISBN: 9781412910729
Category : Education
Languages : en
Pages : 80
Book Description
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. If the award cards are missing from your CD you can download them here: Award Cards (pdf 996kb) Robyn has also modified some of the elements to be suitable for the Australian market - these are downloadable here: Decision Cube (pdf 513kb) Money Cards (pdf 10kb) Playground (pdf 2,875kb) Strong and Smart (pdf 2,971kb) Tease (pdf 199kb) Think Again (pdf 209kb)