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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
The Avatar Faculty creatively examines the parallels between
spiritual and digital activities to explore the roles that symbolic
second selves—avatars—can play in our lives. The use of avatars
can allow for what anthropologists call ecstasy, from the Greek
ekstasis, meaning "standing outside oneself." The archaic
techniques of promoting spiritual ecstasy, which remain central to
religious healing traditions around the world, now also have
contemporary analogues in virtual worlds found on the internet. In
this innovative book, Jeffrey G. Snodgrass argues that avatars
allow for the ecstatic projection of consciousness into alternate
realities, potentially providing both the spiritually possessed and
gamers access to superior secondary identities with elevated social
standing. Even if only temporary, self-transformations of these
kinds can help reduce psychosocial stress and positively improve
health and well-being.
Daisy Upton has two little kids. She loves them - but they drive her mad.
So, to try and keep her sanity she started to come up with quick, easy games using stuff from around the house. And @FiveMinuteMum was born.
In her first book, she has collected 150+ games that take 5 minutes to set up & 5 minutes to tidy up.
From pasta posting to alphabet knock down, it's a recipe book for guilt free parenting!
And as Daisy was a teaching assistant, your little ones will be learning while they play! What could be better?
GIVE ME FIVE is the perfect companion for anyone who wants five minutes peace.
"I love Five Minute Mum. She's managed to come up with a huge array of activities for kids that are fun and educational yet don't require an Art degree or Diploma in Patience to execute."Sarah Turner, aka Unmumsy Mum
Are you fed up losing at family board game nights? Do you want to
learn how to destroy the competition? Get the inside tips from
preposterously overqualified experts on how to win a range of
common family games, board games and more. * A mime artist tells
you how to do the best charades * A mathematician tells you how to
win Connect 4 * A professional racing driver tells you how to take
corners in Scalextric * A Scrabble champion reveals his secrets * A
game theorist tells you what properties to buy in Monopoly in order
to bankrupt and embarrass your competitors. This is a must read for
anyone who takes games too seriously and for bad losers everywhere.
In Intersectional Tech: Black Users in Digital Gaming, Kishonna L.
Gray interrogates blackness in gaming at the intersections of race,
gender, sexuality, and (dis)ability. Situating her argument within
the context of the concurrent, seemingly unrelated events of
Gamergate and the Black Lives Matter movement, Gray highlights the
inescapable chains that bind marginalized populations to
stereotypical frames and limited narratives in video games.
Intersectional Tech explores the ways that the multiple identities
of black gamers some obvious within the context of games, some more
easily concealed affect their experiences of gaming. The
normalization of whiteness and masculinity in digital culture
inevitably leads to isolation, exclusion, and punishment of
marginalized people. Yet, Gray argues, we must also examine the
individual struggles of prejudice, discrimination, and
microaggressions within larger institutional practices that sustain
the oppression. These ""new"" racisms and a complementary
colorblind ideology are a kind of digital Jim Crow, a new mode of
the same strategies of oppression that have targeted black
communities throughout American history. Drawing on extensive
interviews that engage critically with identity development and
justice issues in gaming, Gray explores the capacity for gaming
culture to foster critical consciousness, aid in participatory
democracy, and effect social change. Intersectional Tech is rooted
in concrete situations of marginalized members within gaming
culture. It reveals that despite the truths articulated by those
who expose the sexism, racism, misogyny, and homophobia that are
commonplace within gaming communities, hegemonic narratives
continue to be privileged. This text, in contrast, centers the
perspectives that are often ignored and provides a critical
corrective to notions of gaming as a predominantly white and male
space.
Readers of The Expanse novels have thrilled to the adventures of
the crew of the Rocinante. Now it's your turn to make your mark!
Abzu's Bounty presents a series of six full-length scenarios
designed for a new crew of characters in The Expanse Roleplaying
Game. They embark on a series of adventures, from a fateful
discovery in the rings of Saturn to acquiring their own ship to a
deadly confrontation that could change the course of history for
the entire solar system. Abzu's Bounty is the perfect way to kick
off a new campaign. Get ready for launch!
Emerald City is a brand new setting for your "Mutants &
Masterminds Third Edition" campaign. Set in the same universe as
the award-winning "Freedom City", "Emerald City" provides a home
base for your heroes and a place they can shine. This rich and
detailed sourcebook describes a fully realized city that until
recently was downright normal. It didn't have alien armadas filling
the sky, or mad gods trying to turn it into a Hell on Earth. Things
were stable ...until the Silver Storm tore through the city and
unleashed a flood of dangerous super-villains and monsters! Now
criminal masterminds have cast aside years of fragile peace, ready
to go to war to settle old scores and claim the throne of the
city's underworld. Emerald City has no established teams to call on
in this crisis. It is a city that needs heroes. Will you answer the
call?
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