The Humongous Book of Games for Children's Ministry

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Author :
Publisher : Group Publishing (Company)
ISBN 13 : 9780764423550
Total Pages : 0 pages
Book Rating : 4.4/5 (235 download)

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Book Synopsis The Humongous Book of Games for Children's Ministry by : Group Publishing

Download or read book The Humongous Book of Games for Children's Ministry written by Group Publishing and published by Group Publishing (Company). This book was released on 2001-12-14 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Always have a great big-fun game at your fingertips for any area of children's ministry, daycare or after-school programming! From creative children's workers comes this tried-and-true colossal collection! Why just tell kids about David and Goliath and have them color a handout when you could play...Human Slingshot (p. 110) where kids link arms to make "slings" and launch paper "rocks" at a nine-foot high target (and then have a great discussion about the story)? Have big-time fun making Key Bible points! In this whopping collection, you'll find just the right game for every lesson or ministry need. Every time. Book jacket.

The Everything Big Book of Party Games

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Author :
Publisher : Simon and Schuster
ISBN 13 : 1440572968
Total Pages : 346 pages
Book Rating : 4.4/5 (45 download)

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Book Synopsis The Everything Big Book of Party Games by : Carrie Sever

Download or read book The Everything Big Book of Party Games written by Carrie Sever and published by Simon and Schuster. This book was released on 2014-02-18 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tons of party games, including popular "minute-to-win" challenges! What's the secret to the best parties? Games--and the sillier, the better! Get your guests out of their chairs and into the fun with activities guaranteed to keep everyone laughing, including: Cookie Face (Who can walk the farthest with a cookie on his forehead?) Two Truths and a Lie (Which one is the lie?) Improv in a Bag (Teams come up with a skit using household items.) Mummy Wrap (A race to make the fastest toilet-paper mummy.) Human Bowling (Just like it sounds!) And many more, including scavenger hunts, truth-or-dare ideas, holiday games, and do-it-yourself challenges. The Everything Big Book of Party Games is packed with tons of games for groups of all levels and sizes and for a variety of occasions, from kids' birthday celebrations to holiday parties to vacations and more. With this book in hand, you'll have all you need to throw parties to remember!

The Fairy Tale World

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Publisher : Routledge
ISBN 13 : 1351609947
Total Pages : 905 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis The Fairy Tale World by : Andrew Teverson

Download or read book The Fairy Tale World written by Andrew Teverson and published by Routledge. This book was released on 2019-03-26 with total page 905 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Fairy Tale World is a definitive volume on this ever-evolving field. The book draws on recent critical attention, contesting romantic ideas about timeless tales of good and evil, and arguing that fairy tales are culturally astute narratives that reflect the historical and material circumstances of the societies in which they are produced. The Fairy Tale World takes a uniquely global perspective and broadens the international, cultural, and critical scope of fairy-tale studies. Throughout the five parts, the volume challenges the previously Eurocentric focus of fairy-tale studies, with contributors looking at: • the contrast between traditional, canonical fairy tales and more modern reinterpretations; • responses to the fairy tale around the world, including works from every continent; • applications of the fairy tale in diverse media, from oral tradition to the commercialized films of Hollywood and Bollywood; • debates concerning the global and local ownership of fairy tales, and the impact the digital age and an exponentially globalized world have on traditional narratives; • the fairy tale as told through art, dance, theatre, fan fiction, and film. This volume brings together a selection of the most respected voices in the field, offering ground-breaking analysis of the fairy tale in relation to ethnicity, colonialism, feminism, disability, sexuality, the environment, and class. An indispensable resource for students and scholars alike, The Fairy Tale World seeks to discover how such a traditional area of literature has remained so enduringly relevant in the modern world.

One Up

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Publisher : Columbia University Press
ISBN 13 : 0231552211
Total Pages : 317 pages
Book Rating : 4.2/5 (315 download)

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Book Synopsis One Up by : Joost van Dreunen

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Power-Up

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Publisher : Courier Dover Publications
ISBN 13 : 0486816427
Total Pages : 337 pages
Book Rating : 4.4/5 (868 download)

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Book Synopsis Power-Up by : Chris Kohler

Download or read book Power-Up written by Chris Kohler and published by Courier Dover Publications. This book was released on 2016-10-10 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

Games (& Other Stuff) for Group

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Publisher : Wood 'N' Barnes Publishing
ISBN 13 : 9781885473394
Total Pages : 134 pages
Book Rating : 4.4/5 (733 download)

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Book Synopsis Games (& Other Stuff) for Group by : Chris Cavert

Download or read book Games (& Other Stuff) for Group written by Chris Cavert and published by Wood 'N' Barnes Publishing. This book was released on 1999 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains activities that act as catalyst for discussions. Some of the topics include expressing emotions, learning names, effects of rumors, gender issues, trust, honor, following directions, creative thinking, frustration, and communication.

The Complete Book of Games

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Publisher :
ISBN 13 :
Total Pages : 920 pages
Book Rating : 4.3/5 ( download)

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Book Synopsis The Complete Book of Games by : Clement Wood

Download or read book The Complete Book of Games written by Clement Wood and published by . This book was released on 1940 with total page 920 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The World's First Ever Pop-up Games Book

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Publisher :
ISBN 13 : 9780434971039
Total Pages : 8 pages
Book Rating : 4.9/5 (71 download)

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Book Synopsis The World's First Ever Pop-up Games Book by : Ron Van der Meer

Download or read book The World's First Ever Pop-up Games Book written by Ron Van der Meer and published by . This book was released on 1982-01-01 with total page 8 pages. Available in PDF, EPUB and Kindle. Book excerpt:

A Book of Games

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Author :
Publisher : Main Street Books
ISBN 13 :
Total Pages : 164 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis A Book of Games by : Hugh Prather

Download or read book A Book of Games written by Hugh Prather and published by Main Street Books. This book was released on 1981 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Games Magazine Presents the Giant Book of Games

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Publisher : Random House Puzzles & Games
ISBN 13 : 9780812919516
Total Pages : 198 pages
Book Rating : 4.9/5 (195 download)

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Book Synopsis Games Magazine Presents the Giant Book of Games by : Will Shortz

Download or read book Games Magazine Presents the Giant Book of Games written by Will Shortz and published by Random House Puzzles & Games. This book was released on 1991 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: A wonderful collection of games, puzzles, mind teasers, and head-twisters, this compendium, culled from Games magazine, is highly entertaining, intellectually challenging, and visually intriguing. The perfect gift for avid puzzlers everywhere. Previous Games magazine books have sold more than 250,000 copies. 50,000print.

The Gigantic Book of Games for Youth Ministry

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Author :
Publisher : Group Publishing (Company)
ISBN 13 : 9780764420894
Total Pages : 0 pages
Book Rating : 4.4/5 (28 download)

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Book Synopsis The Gigantic Book of Games for Youth Ministry by : Group Publishing

Download or read book The Gigantic Book of Games for Youth Ministry written by Group Publishing and published by Group Publishing (Company). This book was released on 1999 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready for the biggest and the best game book ever! With brain-stretching games, friend-making games, and holiday games kids will have a blast. Over 300 games are included.

Great Big Book of Children's Games

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Author :
Publisher : McGraw Hill Professional
ISBN 13 : 9780071422468
Total Pages : 324 pages
Book Rating : 4.4/5 (224 download)

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Book Synopsis Great Big Book of Children's Games by : Derba Wise

Download or read book Great Big Book of Children's Games written by Derba Wise and published by McGraw Hill Professional. This book was released on 2003-11-10 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: 450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.

Power Play

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Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Games Magazine Junior Kids' Big Book of Games

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Author :
Publisher : Workman Publishing
ISBN 13 : 9780894806575
Total Pages : 180 pages
Book Rating : 4.8/5 (65 download)

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Book Synopsis Games Magazine Junior Kids' Big Book of Games by : Karen C. Anderson

Download or read book Games Magazine Junior Kids' Big Book of Games written by Karen C. Anderson and published by Workman Publishing. This book was released on 1990-01-01 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents over 125 games, including picture puzzles, scrambled comics, riddle searches, logic defiers, memory contests, connect-the-dots, out-of-orders, mazes, crisscrosses, and rebuses.

The Book of Esports

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Author :
Publisher : Rosetta Books
ISBN 13 : 1948122588
Total Pages : 199 pages
Book Rating : 4.9/5 (481 download)

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Book Synopsis The Book of Esports by : William Collis

Download or read book The Book of Esports written by William Collis and published by Rosetta Books. This book was released on 2020-08-04 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Play Anything

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Publisher : Basic Books
ISBN 13 : 0465096506
Total Pages : 290 pages
Book Rating : 4.4/5 (65 download)

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Book Synopsis Play Anything by : Ian Bogost

Download or read book Play Anything written by Ian Bogost and published by Basic Books. This book was released on 2016-09-13 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Translation and Localisation in Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1317617843
Total Pages : 323 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Translation and Localisation in Video Games by : Miguel Á. Bernal-Merino

Download or read book Translation and Localisation in Video Games written by Miguel Á. Bernal-Merino and published by Routledge. This book was released on 2014-09-19 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.