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Books > Sport & Leisure > Hobbies, quizzes & games > General
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.
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 creator of the popular website and Instagram @psimadethis
comes a how-to craft and creativity book for parents and kidsErica
Domesek is a social media star and the original queen of DIY. P.S.
We Made This follows in the footsteps of her first two books,
offering creative and colorful at-home projects, but now invites
the whole family to join in the fun! It encourages parents (and
kids!) to step away from the screens and help their littles learn
essential sensory, motor, developmental, and life skills. From
self-expression and imaginative play to problem-solving, these
projects keep kids entertained, curious, and growing. Each chapter
has simple out-of-the-box crafts, recipes, and ideas to engage kids
of all ages. This is the perfect book for encouraging your child's
development and self-confidence, while also teaching them to have
fun along the way.
Read Keri Smith's posts on the Penguin Blog
A curious, engaging, and creative rethinking of what a book can be,
from the creator of "Wreck this Journal."
In this uniquely skewed look at the purpose and function of "a
book," Keri Smith offers an illustrated guide that asks readers to
creatively examine all the different ways This Is Not a Book can be
used. With intriguing prompts, readers will discover that the book
can be:
A secret message--"tear out a page, write a note on it for a
stranger, and leave it in a public place."
A recording device--"have everyone you contact today write their
name in the book."
An instrument--"create as many sounds as you can using the book,
like flipping the pages fast or slapping the cover."
"This Is Not a Book" will engage readers by having them define
everything a book can be by asking, "If it's not a book, what is it
then?"--with a kaleidoscope of possible answers.
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.
Build a starship fleet to launch from your kitchen table! Follow
the photos, step-by-step instructions, and comprehensive parts
lists in this book to build dozens of galaxy-hopping spacecraft
that can fit in the palm of your hand! Puzzle out how to build
propulsion systems, heat shields, and solar collectors, or take a
page from science fiction and make warp drives, self-healing hulls,
and photon beams. Why bother to leave your house (or the planet)
when you can explore the universe with the LEGOs you already own
and your imagination. Your intergalactic journey starts in 10, 9,
8, 7, 6
A book of many puzzles mostly in the Sudoku family, many of which
are Killer Sudoku. There are many hints as to how these puzzles are
made. Also included Kakuro, Futoshiki, Hittori, Slitherlink and
others. Try your hand at the original puzzles, as invented in the
eighteenth century by the great Swiss mathematician, Leonhard
Euler.
The goal of the books in this series (Attacking 101: Volume #nnn)
is to provide detailed analysis of my own attack games played
against lower rated players. The players are all rated in the range
of 1000 to 1800 - the types of players you would frequently
encounter at your local chess club, local tournaments, online, and
at home. They make the same errors you regularly witness in your
games but here you get to see a Chess Master dissect and exploit
the moves, show why they are wrong, and how to punish the
opponent's poor play.
Ready to go beyond the basics? Expand the limits of what’s
possible with the Pathfinder Advanced Player’s Guide Pocket
Edition! This 272-page Pathfinder Second Edition rulebook contains
exciting new rules options for player characters, adding even more
depth of choice to your Pathfinder game! Inside you will find brand
new ancestries, heritages, and four new classes: the shrewd
investigator, the mysterious oracle, the daring swashbuckler, and
the hex-slinging witch! The must-have Advanced Player’s Guide
also includes exciting new options for all your favorite Core
Rulebook classes and tons of new backgrounds, general feats,
spells, items, and 40 flexible archetypes to customize your play
experience even further! The Pathfinder Advanced Player’s Guide
includes: • Four new classes: the investigator, oracle,
swashbuckler, and witch! • Five new ancestries and five heritages
for any ancestry: celestial aasimars, curious catfolk, hagspawned
changelings, vampiric dhampirs, fate-touched duskwalkers, scaled
kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and
feathered tengu! • 40 new archetypes including multiclass
archetypes for the four new classes, Pathfinder favorites like the
cavalier, dragon disciple, shadowdancer, and vigilante, and
brand-new archetypes like the familiar master and the
shield-bearing iron wall! • New class options for all twelve
classes from the Pathfinder Core Rulebook including champions of
evil, genie and shadow sorcerers, zen archer monks, rogue
masterminds, spellcasting rangers, and more! • Even more exciting
new rules, from rare and unique backgrounds to investigative skill
feats, from spells and rituals like reincarnate and create
demiplane to new items including special wands with unusual effects
and exciting potions worthy of a witch’s cauldron.
What is the big deal about improv?
It's fun. It strengthens our imagination, promotes self-confidence,
increases spontaneity, promotes teamwork, and it's magic: it
creates something out of nothing.
101 IMPROV GAMES FOR CHILDREN AND ADULTS contains the basics: what
improv is all about and how to do it, special instructions for how
to teach improv to children, plus more advanced training on how to
use your voice and body in ways you haven't thought of before. It
has helpful hints for creating scenes and environments out of thin
air. All this plus 101 games with simple instructions, from easy
warm-up games to over-the-top crowd pleasers such as Fairy Tales,
Bizarre Games, On Your Toes and Narrative Games.
This is the tenth in the Hunter House SmartFun activity books
series, and the first one for adults as well as children. The book
is a great resource for educators as well as for the professional
actor or the layperson working with improv for fun. The book
contains lively illustrations and is easy to use.
Improv is about creating something out of nothing, but a really
good improviser can create something great out of nothing. This
book shows you how.
In 1984, Roberta Williams of Sierra On-Line designed King's Quest,
the world's first graphic adventure. A huge step beyond the
text-oriented games that preceded it, the genre took the world by
storm, and proved immensely popular with computers over the next
decade. A combination of storytelling and puzzle solving, they
provided the ability to explore a world and experience a narrative
without the need for twitchy reflexes demanded of arcade games.
This nearly comprehensive book includes reviews for over 250 games
from the golden age of the graphic adventure genre, running from
1984 to roughly 2000, focusing on promiminent publishers such as:
-LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim
Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit
Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready,
Callahan's Crosstime Saloon) -And several other popular and
not-so-popular series and games (Zork, Myst, Broken Sword, The
Longest Journey, Simon the Sorcerer, The Last Express, and dozens
of others) -Also includes interviews with several adventure game
developers, including Al Lowe (creator of Leisure Suit Larry),
Corey Cole (creator of Quest for Glory), Bob Bates (founder of
Legend Entertainment) and Josh Mandel (writer and designer for
Sierra).
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