|
|
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.
A BRAND-NEW COLORING BOOK FEATURING ICONIC ART FROM THE COMIC BASED
ON THE VIDEO GAME LIFE IS STRANGE. Color your way through the
universe of the award-winning videogame Life is Strange, using
stunning artwork by Claudia Leonardi from the bestselling comic
series. Featuring eighty pages of stylish black and white linework
from the story of Max Caulfield and Chloe Price, complemented by
distinctive doodles from Max's journal. Bring new life to Arcadia
Bay, create fresh t-shirt designs for the cast, and explore
time-twisting new realities at the tips of your pencils and pens!
What color will Chloe's hair be in your timeline?
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.
A roleplaying game of fantastical inventions and Machiavellian
politics in Renaissance Italy. It is the Year of Our Lord 1510, and
one has to wonder how differently history could have played out if
Niccolo Machiavelli, the military commissioner of the Republic of
Florence, had not understood the true scale of Leonardo da Vinci's
genius. In such a world, the visionary might simply have wasted his
time painting portraits of women and doodling in a sketchbook.
Instead, he unleashed a technological revolution where primitive
computers, decorated with delicately painted cupids, run on water
clocks; spring-powered tanks whir across the battlefield, cannons
thundering from their flanks; and gliders flit across perfectly
blue Tuscan skies. Gran Meccanismo is a roleplaying game of
swashbuckling adventure in a Renaissance Italy where Florence's
winding alleys play host to spies, scholars, and sell-swords alike.
Players are nobles, mercenaries, inventors, and artisans who may
find themselves crossing wits with Machiavelli, avoiding the
dangerous charms of Lucretia Borgia, or hearing Christopher
Columbus telling tales of the new world he has discovered...
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.
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!
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.
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
The Ruy Lopez is arguably the most classic of chess openings. White
immediately starts the battle for the centre, fighting for the
initiative. This strategic clarity has made the Ruy Lopez, or
Spanish Opening, an eternal favourite with chess players at all
levels. Inevitably, this popularity has also led to a wealth of
opening theory. In this book, Fabiano Caruana takes you by the hand
and lays out a complete and practical White repertoire for club
players. He avoids complicated chaotic lines, but doesnt shy away
from sharp battles. Caruana loves to find and use the tactics to
punish Black for risky choices. This one-volume and crystal-clear
repertoire covers fifteen main variations, from the classical lines
to the anti-Marshall (8.a4), and from the Schliemann (3f5) to the
Modern Steinitz. In an easy-to-grasp manner Caruana explains
general characteristics, such as permanent weaknesses long-term
goals, and is always looking for an advantage for White. The
insights of the World #2 in this classic opening, will not only
greatly improve your results in the Ruy Lopez, but also sharpen
your general chess knowledge. Inspired by Caruanas ChessBase Series
Navigating the Ruy Lopez.
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.
Most chess openings have been around for centuries; the first book
on the Ruy Lopez was written in 1561. Not so the Jobava System.
This is a thoroughly modern opening that has only achieved
prominence in the last decade or so. It is named after the Georgian
chess visionary Baadur Jobava, a highly imaginative and creative
grandmaster. The Jobava System is based around the opening moves 1
d4 d5 2 Nc3 Nf6 3 Bf4. For many years this was considered to be a
quiet and unassuming backwater of chess theory. No longer!Thanks to
the efforts of Jobava and others this system has been honed into a
fierce attacking weapon. As this opening is so new the correct
defensive methods are not well understood. This makes the system
extremely dynamic and dangerous.In this book, Simon Williams (the
Ginger GM) delves deep into the Jobava and offers up a complete
repertoire based on this exciting new system. The advantages are
clear: - There is very little existing theory- Black cannot play
safely on "auto-pilot"- It is fresh and it's fun!Williams is well
known for his swashbuckling, attacking play and his entertaining
and instructive commentary. He is your ideal guide to the Jobava
System.
Enter the world of huge hair, sparkling make-up, glitter galore,
fake eyelashes and...the fine art of the tuck and tape, with these
drag queen playing cards. Featuring 14 of the most famous, most
beautiful and most outrageous queens from across the carnival court
of drag, this deck is sure to liven up your next game of canasta.
The North African Campaign has begun. Take control of the British
Army's Long Range Desert Group and operate behind enemy lines or
command the formidable Italian forces opposing them. In this
standalone sequel to Undaunted: Normandy, players will once again
lead their sides through a varied series of missions. As casualties
mount, wounded units leave the players' decks, forcing them to
adapt in the face of changing tactical circumstances. Use your
cards to strengthen your forces, deploy vehicles to advance rapidly
across the battlefield, and seize the initiative as you determine
the outcome of the North African Theatre. Ages: 14+ Players: 2
Playing Time: 45-60 minutes Contents: 88 cards, 22 large map tiles,
4 dice, tokens, campaign booklet
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.
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.
Welcome to Dungeon Academy, where monsters and creatures train for
the dark world that awaits just beyond the Dungeon walls. Something
BIG has come knocking on the gates of Dungeon Academy! The
undefeated Waterdeep Dragons have arrived for the Tourney of Terror
games, which happens every fifty years and features every monster's
favourite sport: Goreball! The Dungeon Academy Flumphs are
outnumbered, outsized, and outmonstered! But our hero, Zelli
Stormclash (a forbidden human, secretly disguised as a minotaur),
is no stranger to impossible odds. Just a few weeks ago, Zelli and
her crew, the Danger Club, came face-to-face with a maniacal
necromancer and his army of undead! If this wasn't enough to raise
scales Zelli's reoccurring nightmare of a dark entity annihilating
her world may be more than just a bad dream. Something sinister is
lurking in the halls of the academy, and only Zelli seems to
notice. But when Zelli uncovers a dark past hidden beneath Dungeon
Academy, she unlocks something that will concern everyone at
school, every dragon at Waterdeep, and everything within the
Forgotten Realms. Get ready for humor, heart, magic, and adventure
as middle graders and beyond learn to embrace who they are, accept
others' differences, and discover the hidden secrets that dwell
deep within themselves, and within Dungeon Academy!
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.
Did you just get reamed out by your boss? Did Bob in accounting eat
your sandwich out of the fridge again? Don't take your stress out
on your coworkers,take it out on this mini punching bag! Desktop
Boxing is the perfect desk accessory for inconspicuous yet
effective stress relief, and everyone from 9-to-5ers to boxing fans
will enjoy this fun distraction. The kit includes a mini desktop
punching bag with suction cup base, two tiny boxing gloves for your
pointer fingers, and a 32-page book with basic finger boxing moves
and boxing trivia.
Be inspired by nature and play the card game suited for all. Team
up the component parts of a tree - from the leaf, flower and fruit
plus the tree itself to form a tree family! Discover eleven of the
most beautiful flowering, fruiting trees with Ryuto Miyake's
stunning, detailed illustrations and text about each tree written
by the Head of the Arboretum at the Royal Botanic Gardens at Kew.
See which of your friends knows the most about nature! Take the
time to learn the different components and see if you can identify
the trees next time you're outside! Based on Happy Families, this
game will inspire you take in nature's surroundings and understand
all the elements that make up the worlds beautiful trees.UNIQUE: A
beautifully boxed card game for 2-5 players based on Happy
FamiliesBEAUTIFULLY DESIGNED: Collect all four components of tree
families across 44 beautifully illustrated cards. Keep this safe
within the wonderfully illustrated box measuring 115 x 90 x 35mmFUN
& COLOURFUL: Each card has been illustrated by Ryuto Miyake,
illustrator of Animal Mah-jongHIGHEST QUALITY: These educational
cards have been carefully considered and written by the Head of
Arborteum at the Royal Botanic Garden at Kew.GIFT: If you're
looking for the perfect family gift, Tree Families is the ultimate
for learning and having fun!Other similar Laurence King Publishing
titles include: Fashion Families, Flower Families, Super Happy
Families and Wonder Women
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.
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.
|
You may like...
Mythic Babylon
Chris Gilmore, Paul Mitchener
Paperback
R1,057
Discovery Miles 10 570
|