Press Play

Press Play
Title Press Play PDF eBook
Author Eric Devine
Publisher Running Press Kids
Pages 243
Release 2014-10-28
Genre Young Adult Fiction
ISBN 0762455535

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Pound by sweaty pound, Greg Dunsmore's plan is working. Greg is steadily losing weight while gaining the material he needs to make the documentary that will get him into film school and away from the constant jeers of "Dun the Tun." But when Greg captures footage of brutal and bloody hazing by his town's championship-winning lacrosse team, he knows he has evidence that could damage as much as it could save. And if the harm is to himself and his future, is revealing the truth worth the cost? CCSS-aligned curriculum guide can be found online at http://www.rpcurriculumguides.com/curriculum_guides.html

Rules of Play

Rules of Play
Title Rules of Play PDF eBook
Author Katie Salen Tekinbas
Publisher MIT Press
Pages 689
Release 2003-09-25
Genre Computers
ISBN 0262299933

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Press Start to Play

Press Start to Play
Title Press Start to Play PDF eBook
Author Daniel H. Wilson
Publisher Vintage
Pages 530
Release 2015-08-18
Genre Fiction
ISBN 1101873302

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IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do?

Press Start to Play

Press Start to Play
Title Press Start to Play PDF eBook
Author Daniel H. Wilson
Publisher Vintage
Pages 530
Release 2015-08-18
Genre Fiction
ISBN 1101873310

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IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do?

Press and Play

Press and Play
Title Press and Play PDF eBook
Author
Publisher
Pages 14
Release 2019-07-04
Genre Animals
ISBN 9780241363249

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Go on a counting adventure with your favourite animals in this noisy board book for little ones. With six high-quality animal sounds to press and count, easy-to-grip tabbed pages, and lots of cute animals to meet, this interactive book will appeal to young children and encourage early learning skills. Give your child a head start before they start school with this fun and educational children's book. With this unique book children can count the animal sounds as they press each button. Learning to count abstract things such as sounds is part of the early years curriculum and this book lets your child practise this skill, getting them ready for school. Parents will love the other ways that this noisy book supports preschool learning; the tabs encourage little ones to turn the pages all by themselves, and joining in with the rhyme and copying the animal noises helps children get ready for reading. Children will love meeting the playful animals, including one tooting elephant squirting water, two oinking pigs splashing in the mud, and three lions playing chase. The lively pictures, together with the fun rhyme, ensure that children will be eager to return to this animal book again and again. Learning to count and name animals has never been so much fun!

Keys to Play

Keys to Play
Title Keys to Play PDF eBook
Author Roger Moseley
Publisher Univ of California Press
Pages 468
Release 2016-10-28
Genre Games & Activities
ISBN 0520291247

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A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.

Urban Play

Urban Play
Title Urban Play PDF eBook
Author Fabio Duarte
Publisher MIT Press
Pages 225
Release 2021-08-03
Genre Social Science
ISBN 0262362260

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Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.