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The Lambert Family is heading to Crescent Lake, a rural cabin community in western Pennsylvania, for an idyllic weekend getaway. Some fishing, some barbecue, some games ... The Fannelli brothers are heading to Crescent Lake too. Some stalking, some kidnapping, some murder, definitely some games ... though not necessarily the type of games the Lamberts had in mind. But it doesn't matter. The Lamberts are going to play whether they like it or not.
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
"Best-selling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. Each taking a minute to learn and a lifetime to master, this treasure chest of 70-plus games will delight, educate, and entertain"--
It's snowing. Kitty has never seen snow. So Kitty looks it up on the computer. Snow is wet. Snow is cold. Snow is slippery. Okay. Bad Kitty can handle this. She'll just put on her snow gear and try. . .in Nick Bruel's Bad Kitty Does Not Like Snow.
A hilarious reeducation in mathematics-full of joy, jokes, and stick figures-that sheds light on the countless practical and wonderful ways that math structures and shapes our world. In Math With Bad Drawings, Ben Orlin reveals to us what math actually is; its myriad uses, its strange symbols, and the wild leaps of logic and faith that define the usually impenetrable work of the mathematician. Truth and knowledge come in multiple forms: colorful drawings, encouraging jokes, and the stories and insights of an empathetic teacher who believes that math should belong to everyone. Orlin shows us how to think like a mathematician by teaching us a brand-new game of tic-tac-toe, how to understand an economic crises by rolling a pair of dice, and the mathematical headache that ensues when attempting to build a spherical Death Star. Every discussion in the book is illustrated with Orlin's trademark "bad drawings," which convey his message and insights with perfect pitch and clarity. With 24 chapters covering topics from the electoral college to human genetics to the reasons not to trust statistics, Math with Bad Drawings is a life-changing book for the math-estranged and math-enamored alike.
A Selective History of 'Bad' Video Games by Michael Greenhut Pdf
Did you grow up playing video games when you had to wait online to get them? Do you remember the bad, weird, or otherwise underrated video games of your youth? Did you like a few of them more than your friends did? A Selective History of ‘Bad’ Video Games will walk you down memory lane and perform unholy excavations of games you remember, games you’ve forgotten, and games you never knew you wanted to read about during your lunch break. From a seemingly nude Atari 2600 karate referee to a basketball star doing martial arts to a tiger that speaks broken English and walks through walls, the book will try to uncover what the developers were thinking — and occasionally succeed. While there’s been some recent coverage of the most famously “bad” video game — E.T. — this book starts there and continues on to 40 other curiously (or unsurprisingly) unsuccessful video games during the first few decades of the industry’s lifespan. Written by a modern day video game developer, the book explores why these games failed, whether or not they truly deserved it, and what could have made them better. The covered games include screen shots that capture awkward moments, irreverent captions, and pages of tongue-in-cheek psychoanalysis.
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Playtime is not over. . In autumn of 2008, the Lambert family headed to western Pennsylvania for a weekend getaway to the family cabin. They visited hell instead . . (p.4 of cover).
A THOUGHT-PROVOKING LOOK AT THE BIG BUSINESS AND IMMORAL PRACTICES BEHIND PROFESSIONAL SPORTS BY ACCLAIMED SPORTSWRITER DAVE ZIRIN, HAILED AS THE “CONSCIENCE OF AMERICAN SPORTSWRITING” (THE WASHINGTON POST ) The fastest-growing sector of today’s sports audience is the alienated fan. Complaints abound: from inflated ticket prices, $6 hot dogs, and $9 beers to owners endlessly demanding new multimillion-dollar stadiums funded by public tax dollars. Those sitting in the owners’ boxes are increasingly placing profit over players’ performances and fan loyalty. Bad Sports cuts through the hype and bombast to zero in on tales of abusive, dictatorial owners who move their teams thousands of miles away from their fan base, use their stadiums as religious and political platforms, or hold communities ransom for millions of dollars of taxpayer money to fund their gargantuan stadiums. As the multibillion-dollar sports-industrial complex continues to lumber along, Dave Zirin is the voice in the wilderness, speaking out for the common fan with a tough, passionate, and intelligent voice that will remind readers that there is more to sportswriting than glowing athlete profiles.
Bestselling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. With 70-plus games, each taking a minute to learn and a lifetime to master, this treasure trove will delight, educate, and entertain. From beloved math popularizer Ben Orlin comes a masterfully compiled collection of dozens of playable mathematical games.This ultimate game chest draws on mathematical curios, childhood classics, and soon-to-be classics, each hand-chosen to be (1) fun, (2) thought-provoking, and (3) easy to play. With just paper, pens, and the occasional handful of coins, you and a partner can enjoy hours of fun—and hours of challenge. Orlin’s sly humor, expansive knowledge, and so-bad-they’re-good drawings show us how simple rules summon our best thinking. Games include: Ultimate Tic-Tac-Toe Sprouts Battleship Quantum Go Fish Dots and Boxes Black Hole Order and Chaos Sequencium Paper Boxing Prophecies Arpeggios Banker Francoprussian Labyrinth Cats and Dogs And many more.
The Big Bad World of Concept Art for Video Games by Eliott Lilly Pdf
This is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to become a concept artist in the video game industry. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice.
For fans of Tetris on Apple TV+, read the true story of Henk Rogers, Alexey Pajitnov, and the perfect game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega—game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
Big Bad-Ass Book of Bar Bets and Drinking Games by Jordana Tusman Pdf
Spice up a night out (or in) with hundreds of classics and 100% new drinking games and bar bets. Big Bad-Ass Book of Bar Tricks and Drinking Games is a handy, illustrated guide to 100 bar bets involving flying bottle caps, disappearing coins, animated cocktail napkins, and much more. Following the bar bets are 100 drinking games that keep the party going, with intriguing names such as Flip ‘n’ Strip, Snake Eyes, Shipwreck, and Death by Doubles. Easy-to-follow instructions—complete with illustrations—guarantee readers will be prepared to impress while having a great time.
The Ballad of Songbirds and Snakes (A Hunger Games Novel) by Suzanne Collins Pdf
Ambition will fuel him. Competition will drive him. But power has its price. It is the morning of the reaping that will kick off the tenth annual Hunger Games. In the Capitol, eighteen-year-old Coriolanus Snow is preparing for his one shot at glory as a mentor in the Games. The once-mighty house of Snow has fallen on hard times, its fate hanging on the slender chance that Coriolanus will be able to outcharm, outwit, and outmaneuver his fellow students to mentor the winning tribute. The odds are against him. He's been given the humiliating assignment of mentoring the female tribute from District 12, the lowest of the low. Their fates are now completely intertwined - every choice Coriolanus makes could lead to favor or failure, triumph or ruin. Inside the arena, it will be a fight to the death. Outside the arena, Coriolanus starts to feel for his doomed tribute . . . and must weigh his need to follow the rules against his desire to survive no matter what it takes.
Get the party started with your buddies and a travel-size kit of drinking-game fun! This packed party kit includes everything you need to add excitement to an otherwise run-of-the-mill bar night. Mini kit includes: Shot glass Standard dice "Dirty" dice Deck of cards with 48 drinking games 16-page book