Best New Games

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Publisher : Human Kinetics
ISBN 13 : 1450421881
Total Pages : 258 pages
Book Rating : 4.4/5 (54 download)

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Book Synopsis Best New Games by : Dale N. LeFevre

Download or read book Best New Games written by Dale N. LeFevre and published by Human Kinetics. This book was released on 2012 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Publisher : W. W. Norton & Company
ISBN 13 : 1324003782
Total Pages : 326 pages
Book Rating : 4.3/5 (24 download)

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Book Synopsis Seven Games: A Human History by : Oliver Roeder

Download or read book Seven Games: A Human History written by Oliver Roeder and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : National Geographic Books
ISBN 13 : 1612196209
Total Pages : 0 pages
Book Rating : 4.6/5 (121 download)

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Book Synopsis Death by Video Game by : Simon Parkin

Download or read book Death by Video Game written by Simon Parkin and published by National Geographic Books. This book was released on 2017-06-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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

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Author :
Publisher : Peter Lang
ISBN 13 : 9780820497037
Total Pages : 212 pages
Book Rating : 4.4/5 (97 download)

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Book Synopsis Good Video Games + Good Learning by : James Paul Gee

Download or read book Good Video Games + Good Learning written by James Paul Gee and published by Peter Lang. This book was released on 2007 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbook

Apple Game Frameworks and Technologies

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Publisher : Pragmatic Bookshelf
ISBN 13 : 9781680507843
Total Pages : 500 pages
Book Rating : 4.5/5 (78 download)

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Book Synopsis Apple Game Frameworks and Technologies by : Tammy Coron

Download or read book Apple Game Frameworks and Technologies written by Tammy Coron and published by Pragmatic Bookshelf. This book was released on 2021-05-11 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Bent Larsen's Best Games

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Author :
Publisher : New In Chess
ISBN 13 : 9056915304
Total Pages : 350 pages
Book Rating : 4.0/5 (569 download)

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Book Synopsis Bent Larsen's Best Games by : Bent Larsen

Download or read book Bent Larsen's Best Games written by Bent Larsen and published by New In Chess. This book was released on 2015-01-10 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. ,

Woke Gaming

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Publisher : University of Washington Press
ISBN 13 : 0295744197
Total Pages : 321 pages
Book Rating : 4.2/5 (957 download)

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Book Synopsis Woke Gaming by : Kishonna L. Gray

Download or read book Woke Gaming written by Kishonna L. Gray and published by University of Washington Press. This book was released on 2018-11-13 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Infinite Game

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Publisher : Penguin
ISBN 13 : 0735213526
Total Pages : 272 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Infinite Game by : Simon Sinek

Download or read book The Infinite Game written by Simon Sinek and published by Penguin. This book was released on 2019-10-15 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Publisher : Wiley
ISBN 13 : 9780471536215
Total Pages : 262 pages
Book Rating : 4.5/5 (362 download)

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Book Synopsis New Rules for Classic Games by : R. Wayne Schmittberger

Download or read book New Rules for Classic Games written by R. Wayne Schmittberger and published by Wiley. This book was released on 1992-05-26 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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!

The New Games Treasury

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Author :
Publisher : Houghton Mifflin
ISBN 13 : 9781576300589
Total Pages : 0 pages
Book Rating : 4.3/5 (5 download)

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Book Synopsis The New Games Treasury by : Merilyn Simonds Mohr

Download or read book The New Games Treasury written by Merilyn Simonds Mohr and published by Houghton Mifflin. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: All the instructions, strategies, and tactics for every family's favorite games in one authoritative, fully illustrated volume. Included are more than 40 games that were not in the original edition and an entirely new chapter on the African board game, Mancala.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Capablanca's Hundred Best Games of Chess

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Author :
Publisher : Hardinge Simpole Limited
ISBN 13 : 9781843821298
Total Pages : 292 pages
Book Rating : 4.8/5 (212 download)

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Book Synopsis Capablanca's Hundred Best Games of Chess by : Harry Golombek

Download or read book Capablanca's Hundred Best Games of Chess written by Harry Golombek and published by Hardinge Simpole Limited. This book was released on 2004-04-01 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Grown and Flown

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Publisher : Flatiron Books
ISBN 13 : 1250188954
Total Pages : 291 pages
Book Rating : 4.2/5 (51 download)

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Book Synopsis Grown and Flown by : Lisa Heffernan

Download or read book Grown and Flown written by Lisa Heffernan and published by Flatiron Books. This book was released on 2019-09-03 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.

Games

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Publisher :
ISBN 13 : 0190052082
Total Pages : 253 pages
Book Rating : 4.1/5 (9 download)

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Book Synopsis Games by : C. Thi Nguyen

Download or read book Games written by C. Thi Nguyen and published by . This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Parachute Games

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Author :
Publisher : Human Kinetics Publishers
ISBN 13 : 9780873227933
Total Pages : 172 pages
Book Rating : 4.2/5 (279 download)

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Book Synopsis Parachute Games by : Todd Strong

Download or read book Parachute Games written by Todd Strong and published by Human Kinetics Publishers. This book was released on 1996 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: 20 ft. diameter parachute with handles for physical education games.

New Tactical Games with Dice and Cards

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Author :
Publisher : Blue Terrier Press
ISBN 13 : 9780993688010
Total Pages : 232 pages
Book Rating : 4.6/5 (88 download)

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Book Synopsis New Tactical Games with Dice and Cards by : Reiner Knizia

Download or read book New Tactical Games with Dice and Cards written by Reiner Knizia and published by Blue Terrier Press. This book was released on 2019-02 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: World-renowned game designer Reiner Knizia offers 50 new easy-to-play games featuring cards and dice. These fun and novel games can be played with easily available items like standard playing cards, dice and a few counters. This book is perfect for everyone from casual game players to dedicated game designers.

The New Game Makers Bible

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Author :
Publisher : Adam Jeremy Capps
ISBN 13 :
Total Pages : 322 pages
Book Rating : 4./5 ( download)

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Book Synopsis The New Game Makers Bible by : Adam Jeremy Capps

Download or read book The New Game Makers Bible written by Adam Jeremy Capps and published by Adam Jeremy Capps. This book was released on 2021-08-25 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.