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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.
in this dynamic, nonfiction graphic novel, Jon Chad illustrates the
little-known story of pinball--how it works and why it all matters
in an age of special effects and on-screen gaming. In 1976,
champion player Roger Sharpe stepped up to a pinball machine in a
Manhattan courtroom. The New York City Council had convened to
consider lifting the city's ban on pinball--a game that had been
outlawed since 1942 for its supposed connections to gambling and
organized crime. Sharpe was there to prove that, unlike a slot
machine, pinball wasn't a game of chance designed to fleece its
players--it was a game of skill that required a measure of
patience, coordination, and control. To prove his point, he
proclaimed that he would launch his ball into the center lane at
the far end of the playfield--much like Babe Ruth famously pointing
to the fences. Sharpe pulled back the plunger and released, and the
fate of this industry and art form hung in the balance. Thus opens
Jon Chad's comprehensive graphic novel to the history of the
captivating, capricious--and at times infuriating!--game of
pinball. Tracing pinball's roots back to the Court of King Louis
XIV, through the immigrant experience of early 20th century
America, the post-War boom and bust, right up to the present day,
Chad charmingly ushers readers through the myriad facets of this
most American of pursuits--capturing not just the history but also
the artistry, cultural significance, and even the physics of the
game.
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.
Landscape science tells fascinating stories, whether in fiction or
a role-playing game. Earth's varied terrain provides many examples
of scene-specific challenges and resources for story characters,
with distinctive land features, compelling locations, and
intriguing traits. Landslides, floods, coastal erosion, glacier
movement, and volcanism can deliver fresh plot points and alter the
social character of an imagined region. Characters traveling
different river types encounter very different puzzles,
opportunities, and combat environments and the same variety awaits
within other classic settings, such as caves, mountains, deserts,
shorelines, and volcanic zones. Atypical landscapes such as tundra,
karst, and vast glacier surfaces can breathe fresh air into any
stories. This handbook is a reference source for creative writing
and game world building. It delves deeply into many landscape
characteristics that help set the tone, shape character behavior,
and drive the plot. Chapters are divided into diverse geographic
environments, from rivers and shorelines to caves and volcanoes,
and show how knowledge of the terrain can deliver plot points, add
veracity, pose key problems, establish conflict, and lead into the
next scene. Discover how authors and game masters effectively weave
land and terrain into their stories.
This container of dice holds endless inspiration for every yoga
lover! Seven wooden dice (one for each chakra) represent different
types of poses-seated, standing, balancing, twists and more-that,
when rolled together in the hand or using the container itself,
generate a variety of yoga practices for practitioners of all
levels.
It was the chess legend Philidor who wrote: 'The pawns are the soul
of chess', and yet it is these modest infantrymen who are always
the first to die for the cause. Pawn sacrifices are incredibly
common in chess games, and yet for some unknown reason they have
been rather neglected in chess literature... until now.In this
pioneering work, Timothy Taylor carries out an in-depth study of
this significant subject. Using an abundance of instructive
examples, Taylor uncovers the secrets of pawn sacrifices,
highlighting the many reasons for their success, indicating the
ideal situations in which pawn sacrifices work, as well as showing
positions in which they are not so effective. The ability to handle
pawn sacrifices is one of the most important skills in chess, and
enhancing this skill will undoubtedly improve your understanding
and results. This book will show you how to do this. *An
enlightening and entertaining guide to pawn sacrifices*Covers
essential tactical and positional ideas*Written by a
battle-hardened professional player
The Wildside Gaming System is a flexible, innovative,
ultra-realistic role-playing system designed specifically for adult
and experienced gamers. Combining realistic and logical character
development, realistic combat, and accurate historical elements,
the Fantasy Role-Playing Edition is designed especially for Game
Masters who like to create their own settings for swashbuckling
heroics, magic, and adventure in a complex fantasy world.
Jonathan Adler is a design company that creates luxe and livable
interiors and chic products that are synonymous with modern
American glamour. The Jonathan Adler Versailles Playing Cards set
features Adler's signature pattern dynamically deconstructed for a
21st century twist, classic-meets-cutting edge, treating graphic
greatness to gobs of gold. The set includes two decks of gold foil
stamped cards and a foil stamped box with ribbon pull and magnetic
closure; makes a very chic gift. - Set of 2 Card Decks -
Foil-Stamped Exterior Box: 4.875 x 6.5 x 1.25", 124 x 165 x 32 mm -
Magnetic Closure and Ribbon Pull
Improve your chess by studying the greatest games of all time, from
Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world
championship victories, and featuring a foreword by five-times
World Champion Vishy Anand. This book is written by an all-star
team of authors. Wesley So is the reigning Fischer Random World
Champion, the 2017 US Champion and the winner of the 2016 Grand
Chess Tour. Michael Adams has been the top British player for the
last quarter of a century and was a finalist in the 2004 FIDE World
Championship. Graham Burgess is the author of thirty books, a
former champion of the Danish region of Funen, and holds the world
record for marathon blitz chess playing. John Nunn is a three-time
winner of both the World Solving Championship and the British Chess
Federation Book of the Year Award. John Emms is an experienced
chess coach and writer, who finished equal first in the 1997
British Championship and was chess columnist of the Young
Telegraph. The 145 greatest chess games of all time, selected,
analysed, re-evaluated and explained by a team of British and
American experts and illustrated with over 1,100 chess diagrams.
Join the authors in studying these games, the cream of two
centuries of international chess, and develop your own
chess-playing skills - whatever your current standard. Instructive
points at the end of each game highlight the lessons to be learned.
First published in 1998, a second edition of The Mammoth Book of
the World's Greatest Chess Games in 2004 included an additional
twelve games. Another new edition in 2010 included a further
thirteen games as well as some significant revisions to the
analysis and information regarding other games in earlier editions
of the book, facilitated by the use of a variety of chess software.
This 2021 edition, further updated and expanded, now includes 145
games. The authors have made full use of the new generation of
chess analysis engines that apply neural-network based AI.
The Frostgrave Folio is the complete collection of all previously
released Frostgrave mini-ebook supplements in one printed volume.
This includes Hunt for the Golem, a three-scenario campaign in
which the warbands hunt down a rogue golem, Sellsword, which
introduces rules for experience-gaining captains to help lead
warbands, Dark Alchemy, which expands the rules for potions and
potion brewing, and Arcane Locations which gives additional options
for bases and base upgrades. The book also includes a completely
new mini-supplement, The Ravages of Time. Collecting nearly two
years' worth of Frostgrave material, this collection is a necessary
addition to any wizard's library.
Today, it seems as if everyone from heroic-yet-angsty teenagers, to
giggling schoolgirls, to middle-aged businessmen, to bored moms are
finding themselves whisked away to save distant worlds from some
kind of unspeakable evil. But how do you prepare for such an
amazing adventure? And, more importantly, how do you make it
through without getting horribly maimed or killed along the way?
Fortunately, this handbook has analyzed the accounts of numerous
heroes who have traveled to magical lands and returned to tell the
tale in order to create the definitive guide to survival and
success no matter where in the fantasyverse your adventures may
take you. In these pages, you'll learn how to increase (or, if you
prefer, decrease) your chances of successfully being chosen, what
types of preparation and training you should undertake beforehand,
and how to hit the ground running on arrival and become the
legendary hero that you were always destined to be.**Makes no
guarantees of destined heroism and cannot be held liable if it
turns out that you are instead destined to be eaten by a giant
toad.
The Rules of Winning Chess provides you with the key fundamentals
of the game, principles that you can easily learn and remember, and
that will help you to achieve both greater understanding and
enjoyment of chess.
Master the game of Go with this expert guide. Go is a two-player
board game that first originated in ancient China but is also very
popular in Japan and Korea. There is significant strategy and
philosophy involved in the game, and the number of possible games
is vast--even when compared to chess. This is the first
comprehensive strategy guidebook in English to cover the entire
game of Go by illustrating the nuances and finer points of Go
strategy. Its 203 problems and their commented answers demonstrate
to players of all level of skill not only successful moves, but
also the incorrect moves and why they are wrong. This enables
players to identify strengths and weaknesses in their games. From
opening play to the endgame, Winning Go is an essential tool in
helping serious players master the sophisticated sequence and flow
of advanced Go play. Useful Go strategies include: The opening
(fuseki) The middle (chuban) The endgame (yose) Clever moves
(tesuji) Life and death (shikatsu) Winning corner skirmishes
(joseki) Accurate counting Players will learn about not only
creating good shapes, but also how to avoid or take advantage of
bad ones, along with the right and wrong order of moves. This makes
Winning Go the ideal choice for a first problem book because it
enables both players and teachers to improve upon their Go game.
From opening play to endgame, Winning go is an essential tool in
helping serious Go players master the sophisticated sequence and
flow of advanced Go play.
Das Schachspiel verdankt den Bauern seine aussergewohnliche
strategische Tiefgrundigkeit. Diese bescheidenen Figuren konnen im
Schachkampf viele verschiedene Funktionen annehmen. Sie konnen
Blockadefiguren sein, Rammbocke, Helden, die bereit sind, sich
selbst zu opfern und sie konnen sogar in die koniglichen Range
aufsteigen. Wenn man sie allerdings falsch behandelt, konnen sie
schwach werden und fur den gegnerischen Angriff eine Zielscheibe
darstellen. In diesem Buch erlautert der erfahrene Grossmeister und
Trainer Drazen Marovic die facettenreiche Natur des Bauern. Dieses
Buch enthalt Kapitel uber Isolierte Bauern, Hangende Bauern,
Freibauern, Doppelbauern, Bauernketten und Bauerninseln.
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 deck of beautifully illustrated, egg-shaped playing cards
makes the sweetest springtime gift! Celebrate spring with this deck
of sweet, egg-shaped playing cards! A distinctive, egg-shaped
package with a flat base makes this deck ideal for displaying
upright, perfect as an addition to Easter baskets or on its own as
a special gift. Featuring 12 favorite animals (from cheerful chicks
to adorable bunnies, and more!) in four beautifully illustrated
floral suits (sunflowers, daffodils, sweet peas, and lavender),
plus a bonus Monarch Butterfly card, these charming little eggs can
be used as an artful alternative to any standard playing card deck.
Play springtime twists on three classic card games (Go Fish, Old
Maid, and Crazy Eights) with included instructions, or revel in
hours of matching and memory game fun!
The Soviet Union is history, but its influence on chess is still
strong in the 21st century, as a glance at the rating list proves.
The late Alexey Suetin was perfectly qualified to reveal the
strategic secrets of the Soviet chess school. Suetin was a strong
grandmaster and for many years one of the most respected coaches in
Moscow - he guided the ultimate strategist, Tigran Petrosian, to
the World Championship, and numbered Vassily Ivanchuk among his
many other pupils. This is a collection of Suetin's finest writing.
Suetin instructs the reader on all the key aspects of strategic
play, including the centre, dynamism, accurate evaluation, attack
and defence, and the relationship between strategy and tactics. It
is not too late to become a pupil in the Soviet chess school!
Constructing a functional system of magic that helps readers
suspend disbelief is a crucial part of worldbuilding in the fantasy
genres. Yet creating a believable, compelling and original
fictional universe can be daunting. To help inspire writers, this
guide provides an overview of how magic has been understood in
history and used in myth, legend and modern fiction. Different
forms of magic are explored and a broad range of stories-from
Nordic myths to modern novels-are described and referenced.
Discussion explores how magic as a concept shapes, and is shaped
by, fictional worlds and societies.
While many nations flocked to the side of the Allies, others joined
forces with Germany as part of the Axis. This volume is the
definitive guide to the armies of Italy, Hungary, Slovakia, Croatia
and Finland. Refight the Winter War against the Soviets, hold back
the British in North Africa, or help shore up the German offensives
on the Eastern Front with this latest supplement for 'Bolt Action.'
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