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Books > Sport & Leisure > Hobbies, quizzes & games > General
Why video games need feminism and feminism needs video games."You
play like a girl" it's meant to be an insult, accusing a player of
subpar, un-fun playing. If you're a girl, and you grow up, do you
"play like a woman"--whatever that means? In this provocative and
enlightening book, Shira Chess urges us to play like feminists.
Furthermore, she urges us to play video games like feminists.
Playing like a feminist is empowering and disruptive; it exceeds
the boundaries of gender yet still advocates for gender equality.
Playing like a feminist offers a new way to think about how humans
play --and also a new way to think about how feminists do their
feministing. Chess argues that feminism need video games as much as
video games need feminism. Video games, Chess tells us, are primed
for change. Roughly half of all players identify as female, and
Gamergate galvanized many of gaming's disenfranchised voices. Games
themselves are in need of a creative platform-expanding,
metaphysical explosion; feminism can make games better. Chess
reflects on the importance of play, and playful protest, and how
feminist video games can help us rethink the ways that we tell
stories. She proposes "Women's Gaming Circles"--which would
function like book clubs for gaming--as a way for feminists to take
back play. (An appendix offers a blueprint for organizing a gaming
circle.) Play and games can be powerful. Chess's goal is for all of
us--regardless of gender orientation, ethnicity, ability, social
class, or stance toward feminism--to spend more time playing as a
tool of radical disruption.
From the most common Chinese traditions to the most arcane, this
text contains over forty different Mahjong variants with detailed
explanations and hand illustrations to appeal to beginners and
masters alike. Ever wondered what else these beautiful tiles can
do? Also included are games like Meow Meow Mahjong, Sap Tim Pun,
Ten Phases, fortune telling and more. Tom Sloper of Sloperama
Productions writes "Scott Miller has amassed an impressive amount
of information about a great many mah-jongg variants. This is a
work that all scholars and researchers of mah-jongg and games will
need to add to their libraries. It's a valuable resource that's
sure to add some branches to the family tree of mah-jongg."
In the past forty years we have seen huge technological leaps:
computers, the Internet, and mobile phones, among many other
fantastic things. The human nature to play and the need to be
challenged mingled with these technologies, and videogames were the
result. A whole generation has grown up with videogames; to them,
holding a joystick is as natural as holding as pencil. Videogames
have survived economic setbacks, refusing to be destroyed by a
fickle market, always managing to evolve into something new to
capture the imagination and find some way to take over lives and
homes. Sonic, Mario, PlayStationa these terms are now part of the
cultural lexicon. It isn't uncommon to find a console lurking under
televisions but at the same time, this newly emerged media has come
under attack by those looking to find a cause for society's ills.
Part rock 'n' roll, part multibillion dollar industry, videogaming
is the fastest growing media in modern culture. Clearly, it is here
to stay. The Pocket Essential Videogaming contains: a complete
history of videogames; cultural essays on branding, popular
culture, violence and female gamers; and reviews of over 120 of the
most important videogames of the past thirty years.
This GM's Campaign Guide & Bestiary contains essential tools
for the game master, from reference tables to monsters. The game
master's tools provide game mechanics quick reference, optional
rules applications, and random generation of game elements such as
weather, moon phase, and storm affects for adventures on paper or
on the fly. The various NPC's, locations, and monsters are fully
specked out in easy to read table format for instant game use. Many
new possibilities for player characters, both species and vocation,
are added and fully annotated in the bestiary section for easy use
in character creation.
Invaluable guide offers detailed descriptions, drawings of masting, rigging and major fittings of American clippers and packets. Also includes wealth of details on deck furniture of various types of vessels from different periods. 279 line drawings.
Wargames through the Ages was first published to fill a gap in
literature of the hobby of wargaming. It was a one volume summary
of ancient and medieval warfare. After many years of research and
writing on the subject of wargaming, Donald Featherstone provided,
under one cover, all the information that a wargamer required to
build up armies in the ancient and medieval period. Each period of
warfare was considered and details given of the soldiers
themselves, their dress, arms and equipment, leaders, tactics and
their style of fighting. The major wars and battles were listed, so
that further information could be obtained by reading other
accounts of these conflicts and the biographies of those leaders.
Each section details techniques and style of fighting of the
various nations and armies and other suggestions how they could
best be simulated on the table-top battlefield. Superb drawings of
the soldiers in their various battle uniforms add much to the
attractiveness of this book.
Welcome to second edition QUERP, the game of Quick Easy Role
Playing. Featured in the book are: All the rules you need to play:
Advice for Gamesmasters; A special solo adventure; A group
adventure designed for beginners. Perfect for first-time role
players or those looking for a quick 'pick-up' game without any
complicated rules to learn, QUERP provides a complete system
suitable for anyone of any age. The game mechanic uses 2d6 to
resolve each outcome (The QUERP Game System)
Prepare to learn about a four-player tile game of winning hands,
lucky tiles, sacred discards, glory, and woe. Are you up to the
challenge? "A must have. I warmly welcome this milestone work which
will be an invaluable help for beginners and advanced players
alike." -Tina Christensen, President of the European Mahjong
Association. Mahjong-the most popular game in the world. This is
the game that legends adorn, of scholars, and treasures, where
dragons are borne. With winds that blow and fortunes that flow,
it's here through it all, our good fortune will call. "A wonderful
journey through both the rules and the spirit of riichi mahjong."
-David Bresnick, President of the United States Professional
Mahjong League. "The best book about mahjong I have ever read"
-Martin Divis, European Riichi Mahjong Champion 2013-2016.
Soft robotics is an emerging field that approaches robots in new
ways, enabling them to operate in environments that are
unstructured or unstable and to perform tasks that require delicacy
and malleability. It's all about engineering with soft materials --
silicone, cloth, balloons, flexible plastics -- and combining them
in different ways to come up with novel, approachable, and
surprising solutions to interesting problems. This book introduces
soft-robotics concepts to students, inventors, and makers with
easy-to-understand explanations and hands-on DIY projects. The
projects use a wide range of tools and techniques -- including
microcontrollers, 3D printing, laser cutting, mold making, casting,
and heat sealing -- to create intriguing soft robots and devices.
It is tinkering at its finest! World's first DIY project book on
soft robotics Written by designers working on the forefront of the
field Approaches projects from simple introductions to more complex
designs that build on what you know Explore robotics using novel
materials and techniques you can apply to challenges far outside of
robotics Soft robotics DIY projects that are relatively affordable,
accessible and achievable. Explore and build creations from the
brand new emerging field of robotics Provides context on the field
of soft robotics alongside hands-on learning Teaches skills
frequently overlooked Projects that are aesthetically appealing and
novel Foreword by Chris Atkeson, whose research directly inspired
the design of Big Hero 6's Baymax
Phil Dunn, founder of the Naval Wargaming Society and author,
presents his World War II era campaign rules. This book documents
the rules for one of the classic wargaming campaigns of early
British Wargaming. Phil Dunn created global wargames using simple
rules to allow players to run large scale world wars. Each player
prioritises their production between naval, air and land forces and
then decides on which units to build. Straightforward rules are
used to control movement on the maps and arbitrate combat in the
three domains of warfare. The battles can be resolved using dice
rolls or, for critical battles, transferred to be fought out on the
table top. The book also includes two smaller games which are
eminently suitable for a solo wargamer; The Battle of Britain and
Operation Sealion. This is Phil Dunn's third wargaming book. The
History of Wargaming Project is edited by John Curry. It aims to
present the very best wargaming books and rules to a modern
audience.
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