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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.
The computer has changed the way top players think about chess. The silicon mind has no psychological barriers. It is "willing" to check moves that most humans, including top players, consider absurd and reject instantly. Thus this brave, new computer era inevitably leads to a reassessment of old axioms, principles and evaluations. In this book the reader will discover the incredible power unconventional moves can have. These moves contradict the most fundamental principles of the "old chess", and yet most of them played by leading grandmasters. At first sight these moves look so strange that the reader can not avoid asking, "Was this grandmaster was inspired or drunk?" The answer will definitely surprise you.
Fifty thoughtful and playful questions about the past, present, and future will inspire great family conversations.
From the author of The Monsters Know What They're Doing comes a follow-up strategy guide with MOAR! monster tactics for Dungeon Masters playing fifth edition Dungeons & Dragons. Keith Ammann's first book based on his popular blog, The Monsters Know What They're Doing, unpacks strategies, tactics, and motivations for creatures found in the Dungeons & Dragons Monster Manual. Now, in MOAR! Monsters Know What They're Doing, he analyzes the likely combat behaviors of more than 100 new enemies found in Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Your campaign will never be the same!
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
FUN FOR BOND FANS OF ALL AGES - the whole family will love this high-stakes game featuring 64 characters, gadgets and locations from all the James Bond movies PLAY AND LEARN - this board game comes with a leaflet packed with 007 trivia. Learn about Bond's most memorable nemeses, Q's craziest gadgets and more! GREAT GIFT - perfect for dedicated James Bond fans, lovers of cinema and families who enjoy spending quality time together SOMETHING TO TREASURE - this is a quality product made to last, with photography from the Bond archives and sleek and stylish packaging EXPLORE THE ENTIRE SERIES - this game is part of the bestselling bingo series, a collection of games for nature lovers and enthusiastic board gamers. Other games in the series include Bug Bingo, Cat Bingo, Dog Bingo, Monkey Bingo, Ocean Bingo and Royal Bingo The name's Bond. James Bond. Grab Q's gadgets, buckle up in the Aston Martin DB5 and get ready for a high-stakes game of James Bond Bingo. Featuring six James Bonds, iconic villains and allies, exotic locations and the most innovative cars and devices, this is the ultimate gift for fans of 007. Claim victory from the jaws of Jaws and win bigger than Le Chiffre! Be the first to fill your bingo card and shout 007 to win!
The games of Mikhail Botvinnik, world chess champion from 1948 to 1963, have been studied by players around the world for decades. But little has been written about Botvinnik himself. This book explores his unusual dual career--as a highly regarded scientist as well as the first truly professional chess player--as well as his complex relations with Soviet leaders, including Josef Stalin, his bitter rivalries, and his doomed effort to create the perfect chess-playing computer program. The book has more than 85 games, 127 diagrams, twelve photographs, a chronology of his life and career, a bibliography, an index of openings, an index of opponents, and a general index.
Casino games and traditional card games have rich and idiosyncratic histories, complex subcultures and player practices, and facilitate the flow of billions of dollars each year through casinos and card rooms, and between professional players and amateurs. They have nevertheless been overlooked by game scholars due to the negative ethical weight of “gambling” – with such games pathologized and labelled as deviance or mental illness, few look beyond to unpick the games, their players, and their communities. The Casino, Card and Betting Game Reader offers 25 chapters studying the communities playing these games, the distinctive cultures and practices that have emerged around them, their activities and beliefs and interpersonal relationships, and how these games influence – both positively and negatively – the lives and careers of millions of game players around the world. It is the first of a new series of edited collections, Play Beyond the Computer, dedicated to exploring the play of games beyond computers and games consoles.
This offers a complete fighting repertoire for White against the Sicilian with 1.e4 c5 2.d4 cxd4 3.c3. The Morra Gambit is a popular weapon at club level, but can it be effective at GM level? Marc Esserman believes so and he has 2700-rated scalps to back up his view. Esserman is the world's leading expert on the Morra Gambit and he shares all his secrets and many novelties in a lively witty style. The Morra leads to exciting gambit play, so some players decline the offer with 3...Nf6 - Esserman also shows how White can attack this cautious defence. Don't be afraid of the Sicilian - unleash Mayhem in the Morra!
Getting an electric shock every time you laugh out loud, or washing your mouth with soap every time you swear? Always sit on a strangers lap in public transport, or eat from your neighbours rubbish bin one day a week? In this game there is only one real rule: you HAVE to choose! Dilemmarama's absurd dilemmas have been moulded into a fun social card game that will not only make you laugh, but will also cause heated debates and duels. There are two game options to choose from. After all, everything in life is a dilemma. In one of the game options the aim is to become the Dilemmaestro by creating as-difficult-as-possible dilemmas for the other players. In the other option, you play in teams and try to guess what your teammates choose. This way you will really get to know your friends and family! The game consists of 60 parts of a dilemma, enough to create over 1,000 different dilemmas.
No-Limit Hold'em is an extremely complex game that is difficult to learn and even more difficult to teach. Many authors have produced works on this topic which are either too simplistic or far too complex to be of any practical use. Hunter Cichy has a unique ability to present advanced concepts in a manner that any committed student can understand and implement. ----- In this cutting-edge work, Hunter outlines a straightforward, no-nonsense approach to poker analysis. His philosophy is built around the five key elements of poker theory: ----- * pot odds --- * implied odds --- * pot equity --- * fold equity --- * minimum defense frequency. ----- Hunter examines each of these topics in depth and explains how they interact. By combining optimal opening ranges with clear explanations of math and game theory, Hunter presents a powerful strategy that is easy to implement and difficult to exploit. ----- A careful study of the approach outlined in Advanced Concepts in No Limit Hold`em will undoubtedly take your game to a higher level.
PUT YOUR MEMORY SKILLS TO THE TEST to match 20 character pairs from the world of The Amazing Maurice film. The perfect challenge for Terry Pratchett fans - or anyone who loves a good card game. GET TO KNOW BELOVED CHARACTERS from Terry Pratchett's first Discworld (R) novel for kids! Meet everyone from heroes like Keith, Malicia and Dangerous Beans, to villains like Boss Man and rat catchers Billy and Ron. INCLUDES A BOOKLET identifying all the characters and telling their tales. THE PERFECT GIFT for Terry Pratchett fans! SCREEN-FREE FUN from one of the world's leading publishers of books and gifts on the creative arts. STURDY & ATTRACTIVE BOX perfect for gifting and storage. Match the pairs and meet the cast of the film based on Terry Pratchett's first Discworld (R) novel for kids! Follow the scheming Maurice and his band of rat-scammers to the town of Bad Blintz to meet fairytale-mad Malicia and some truly bad eggs! Get to the bottom of the mystery surrounding this town and learn about all the characters in this exciting matching game with an accompanying booklet.
A 2-4 player card game of trains, tracks, and tricky decisions designed by the award-winning design duo Brett J. Gilbert and Matthew Dunstan. In the sleepy English countryside, life continues undisturbed as it has for centuries. It is up to you to travel to every corner of this land, bearing the promise of modernisation, accommodating the oddly specific demands of the locals, and ushering in the age of steam. In Village Rails, you will be criss-crossing the fields of England with railway lines, connecting villages together, and navigating the complex and ever-changing demands of rural communities. Connect stations and farmsteads to your local network while placing your railway signals and sidings ever so carefully. Meet the exacting standards of cantankerous locals planning strangely specific trips, and weigh their demands against your limited funding. There is much to balance in this tricky tableau-building card game of locomotives and local motives. Players: 2-4 Playing Time: 45 mins Age: 14+ Contents: 122 mini cards, 50+ tokens, 4 scoring dials
Chess - Crowood Sports Guides is the perfect tool for anyone wanting to improve their performance, from beginners learning the basic skills to more experienced participants working on advanced techniques. Standard chess rules and basic notation is covered as well as how to use each piece effectively; tactics and strategy; how to plan for success; the three phases - openings, middlegames and endgames; advanced techniques - analysing a position, opening repertoires, when to sacrifice, key endgame principles; hints and tips for developing chess further and finally using computers for analysis and preparation.
Practical, step-by-step tips for players of all levels From Snooker to Carom to good-old-fashioned 8- or 9-Ball, "Pool & Billiards For Dummies" reveals the tips, tricks, and rules of play, covering the variety of the ever-popular games that make up pool and billiards. This hands-on guide discusses everything from the rules and strategies of the games to how to set up a pool room to choosing the right equipment, and is accompanied by dozens of photos and line drawings.See how hard to hit the cue ball and where to hit it, the angle to hold the cue stick and how much chalk to use, how to use a bridge, and how to put spin on the ballIncludes advanced pool techniques and trick shots for the seasoned pool sharp With "Pool & Billiards For Dummies, "even a novice can play like a champion
A JIGSAW WITH A TWIST. In this new series of geometrically shaped puzzles, traditional jigsaw pieces go out the window! A TOTALLY DIFFERENT PUZZLING CHALLENGE. Using the seven basic geometric shapes known as tetrominos, you must reconstruct Peter Judson's geometric cityscape. HOURS OF MADDENING FUN. Each shape is repeated dozens of times: can you figure out where each piece goes? AMAZING ARTWORK. Peter Judson's intricate cityscape is filled with minute detail Finished puzzle 660 x 510 mm
Play cards with Oliver Twist and the Artful Dodger, keep your eye on Scrooge and Uriah Heep as 'Ace' Villains, and have a game of 'Beggar My Neighbour' with Pip and Estella. This playing card deck features 54 of Dickens' most memorable characters and includes an introduction to Victorian card games in the accompanying booklet. Features:
Play Cards and Learn About the Most Welcomed Garden Visitors! Anyone who enjoys nature, gardening, and bugs will love these striking cards for playing your favorite games or to use as flash cards. Inspired by Adventure Publications' popular guides to insects and bugs, this gorgeous deck features full-color photographs that showcase 54 of North America's most common and important pollinators to know. Bumblebees, honeybees, monarchs, tiger swallowtails, and more, the Bees & Butterflies Playing Cards help you begin to learn what each type of species looks like. Play card games like blackjack, poker, rummy, and solitaire while learning more about bees, butterflies, and even a couple of moths (jokers). The deck is a fun and thoughtful gift.
teNeues NYC Stationery is proud to share our newest offering, classic Playing Cards with our signature style curated from museum art and illustrations from our favourite artists around the world printed on embossed, premium blue-core card stock in a gift box with flip-top magnetic closure. Red Cardinal by Allyn Howard is a charming rendition of a beloved back-yard bird, a favourite among all ages. Our little portable box is giftable and great for travel, fits in any bag and the magnetic closure keeps the cards together between games. Standard deck of 54 playing cards including 2x joker cards Full-colour, richly -printed artwork on embossed, blue-core card stock Giftable flip-top box with magnetic closure Box measures: 69 x 95 x 25 mm Allyn Howard is a painter and illustrator based in Brooklyn, New York. Inspired by her childhood, her work reflects an interest in nature, often from the vantage point of small curious animals. Allyn uses water-based acrylics on wood, paper, and canvas, merging a decorative style with a colourful, painterly one. |
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