Best New Games

Best New Games

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  • Author: Dale N. LeFevre
  • Publisher: Human Kinetics
  • ISBN: 1450421881
  • Category : Education
  • Languages : en
  • Pages : 258

Best New Games, Updated Edition, is the most comprehensive collection of New Games currently available for getting acquainted, developing sensitivity and trust, building teamwork, and opening and closing play sessions. The updated edition features an accompanying DVD, an improved format, a game finder, and information on how New Games can be used to meet education and physical activity standards.


Seven Games: A Human History

Seven Games: A Human History

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  • Author: Oliver Roeder
  • Publisher: W. W. Norton & Company
  • ISBN: 1324003782
  • Category : History
  • Languages : en
  • Pages : 326

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.


Death by Video Game

Death by Video Game

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  • Author: Simon Parkin
  • Publisher: National Geographic Books
  • ISBN: 1612196209
  • Category : Social Science
  • Languages : en
  • Pages : 0

"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.


Good Video Games + Good Learning

Good Video Games + Good Learning

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  • Author: James Paul Gee
  • Publisher: Peter Lang
  • ISBN: 9780820497037
  • Category : Education
  • Languages : en
  • Pages : 212

Textbook


Apple Game Frameworks and Technologies

Apple Game Frameworks and Technologies

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  • Author: Tammy Coron
  • Publisher: Pragmatic Bookshelf
  • ISBN: 9781680507843
  • Category : Computers
  • Languages : en
  • Pages : 500

Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (tm). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer


Woke Gaming

Woke Gaming

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  • Author: Kishonna L. Gray
  • Publisher: University of Washington Press
  • ISBN: 0295744197
  • Category : Social Science
  • Languages : en
  • Pages : 321

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.


Bent Larsen's Best Games

Bent Larsen's Best Games

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  • Author: Bent Larsen
  • Publisher: New In Chess
  • ISBN: 9056915304
  • Category : Games & Activities
  • Languages : en
  • Pages : 350

Bent Larsen (1935-2010) was one of the greatest fighters chess has ever seen. In his rich career the great Dane defeated all World Champions from Botvinnik to Karpov. He was a Candidate for the World Championship four times and became one of the most successful tournament players of his time. His uncompromising style and his unorthodox thinking made him popular with chess players all around the globe. In 1967/1968 Larsen won five international elite events in a row, a truly spectacular achievement. His successes were such that Bobby Fischer let him play first board in the legendary match Soviet Union vs. the World in 1970 in Belgrade. Bent Larsen also was a highly original chess writer and an extremely productive chess journalist. Not surprisingly the first chess book that Magnus Carlsen ever studied was written by the strongest Scandinavian player before him. This collection brings together more than 120 of Bent Larsen’s best games, annotated by himself. His comments are lucid, to the point, instructive and humorous. Together, these games are a tribute to his genius and a continuous joy to read and play through. ,


The Infinite Game

The Infinite Game

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  • Author: Simon Sinek
  • Publisher: Penguin
  • ISBN: 0735213526
  • Category : Business & Economics
  • Languages : en
  • Pages : 272

From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.


New Rules for Classic Games

New Rules for Classic Games

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  • Author: R. Wayne Schmittberger
  • Publisher: Wiley
  • ISBN: 9780471536215
  • Category : Games & Activities
  • Languages : en
  • Pages : 262

"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!


Capablanca's Hundred Best Games of Chess

Capablanca's Hundred Best Games of Chess

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  • Author: Harry Golombek
  • Publisher: Hardinge Simpole Limited
  • ISBN: 9781843821298
  • Category : Games
  • Languages : en
  • Pages : 292

Jose Capablanca was a phenomenon who burst onto the chess world and took top prize in the first ever elite tournament in which he participated. This was at San Sebastian - otherwise known as Donostia - in the Basque country of Spain in 1911. Capablanca's style was serene - no position seemed to trouble him, and he crushed most of the established European grandmasters with seemingly little effort. Only against the mighty Lasker did he experience serious problems. Then in 1921 Capa - as he was known - obliterated Lasker in their world title match and took the championship without losing a single game. Other triumphs followed, such as London 1922, and Capablanca acquired the legend of an invincible superman when he went for 8 years without losing a game! His supreme moment was in New York 1927 - a quadruple round trial of strength between Capa himself Alekhine, Nimzowitsch and three other contenders for the crown. Capa whitewashed the field, creating a fresh masterpiece practically every day. Possibly this easy victory left him over-confident for later the same year he lost his world title to Alekhine.