Teen Games Rule  Book

Teen Games Rule


  • Author : Julie Scordato
  • Publisher : ABC-CLIO
  • Release Date : 2013-11-12
  • Genre: Language Arts & Disciplines
  • Pages : 144
  • ISBN 10 : 9781598847055

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Teen Games Rule Book Description :

Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format.

Virtual Justice Book
Score: 3.5
From 2 Ratings

Virtual Justice


  • Author : Greg Lastowka
  • Publisher : Yale University Press
  • Release Date : 2010-10-26
  • Genre: Law
  • Pages : 256
  • ISBN 10 : 9780300163162

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Virtual Justice Book Description :

Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law. Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

Sexuality in Role Playing Games Book

Sexuality in Role Playing Games


  • Author : Ashley ML Brown
  • Publisher : Routledge
  • Release Date : 2015-03-05
  • Genre: Social Science
  • Pages : 148
  • ISBN 10 : 9781317607021

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Sexuality in Role Playing Games Book Description :

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.

In Game Book

In Game


  • Author : Gordon Calleja
  • Publisher : MIT Press
  • Release Date : 2011-05-13
  • Genre: Games & Activities
  • Pages : 240
  • ISBN 10 : 9780262294546

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In Game Book Description :

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.

The First 20 Hours Book
Score: 2
From 1 Ratings

The First 20 Hours


  • Author : Josh Kaufman
  • Publisher : Penguin
  • Release Date : 2013-06-13
  • Genre: Self-Help
  • Pages : 288
  • ISBN 10 : 9781101623046

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The First 20 Hours Book Description :

Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which

What Technology Wants Book
Score: 3.5
From 13 Ratings

What Technology Wants


  • Author : Kevin Kelly
  • Publisher : Penguin
  • Release Date : 2010-10-14
  • Genre: Technology & Engineering
  • Pages : 416
  • ISBN 10 : 1101444460

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What Technology Wants Book Description :

From the author of the New York Times bestseller The Inevitable— a sweeping vision oftechnology as a living force that can expand our individual potential This provocative book introduces a brand-new view of technology. It suggests that technology as a whole is not a jumble of wires and metal but a living, evolving organism that has its own unconscious needs and tendencies. Kevin Kelly looks out through the eyes of this global technological system to discover "what it wants." He uses vivid examples from the past to trace technology's long course and then follows a dozen trajectories of technology into the near future to project where technology is headed. This new theory of technology offers three practical lessons: By listening to what technology wants we can better prepare ourselves and our children for the inevitable technologies to come. By adopting the principles of pro-action and engagement, we can steer technologies into their best roles. And by aligning ourselves with the long-term imperatives of this near-living system, we can capture its full gifts. Written in intelligent and accessible language, this is a fascinating, innovative, and optimistic look at how humanity and technology join to produce increasing opportunities in the world and how technology can give our lives greater meaning. From the Hardcover edition.

Rules of Play Book
Score: 3.5
From 10 Ratings

Rules of Play


  • Author : Katie Salen
  • Publisher : MIT Press
  • Release Date : 2004
  • Genre: Computers
  • Pages : 672
  • ISBN 10 : 0262240459

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Rules of Play Book Description :

Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

World of Warcraft and Philosophy Book

World of Warcraft and Philosophy


  • Author : Luke Cuddy
  • Publisher : Open Court Publishing
  • Release Date : 2009
  • Genre: Philosophy
  • Pages : 252
  • ISBN 10 : 9780812696738

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World of Warcraft and Philosophy Book Description :

Looks at the philosophy behind some of the biggest names in pop culture, including movies, video games, music groups, and more.

Games Without Frontiers Book

Games Without Frontiers


  • Author : Aki Järvinen
  • Publisher :
  • Release Date : 2009
  • Genre: Games
  • Pages : 416
  • ISBN 10 : STANFORD:36105132304051

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Games Without Frontiers Book Description :

Virtually Sacred Book

Virtually Sacred


  • Author : Robert M. Geraci
  • Publisher : Oxford University Press
  • Release Date : 2014-06-13
  • Genre: Religion
  • Pages : 352
  • ISBN 10 : 9780199379972

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Virtually Sacred Book Description :

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.