The Breaking Game
Title | The Breaking Game PDF eBook |
Author | Scott Charles |
Publisher | Yellow Morning Press |
Pages | 189 |
Release | 2021-09-29 |
Genre | Juvenile Fiction |
ISBN | 1736152173 |
The Hunger Games meets Goosebumps in this chilling Creeptown adventure! After a crunching tackle sees 12-year-old Rebecca red-carded from her soccer vacation, she’s sent to a mysterious camp for America’s most vicious and brutal young athletes. “I’m not a monster!” says Rebecca. But the camp's savage new owner just might be… Don't miss the fast-paced horror series kids are screaming about! Creeptown books combine fast plots, lovable characters and shocking late twists; perfect for fans of R.L. Stine’s Goosebumps series. Can you predict how the story will end?
Breaking the Game
Title | Breaking the Game PDF eBook |
Author | Kenji Matsumoto |
Publisher | CreateSpace |
Pages | 198 |
Release | 2015-05-26 |
Genre | |
ISBN | 9781505583281 |
Written by one of the best Scrabble players in the world, Breaking the Game delves into Scrabble like you've never seen before. Whether you are a new player who wants to beat your friends and family, an avid word lover who wants to know about Scrabble, an avid game player who wants to pick up the game, or an experienced Scrabble master, Breaking the Game can help anyone become a better Scrabble player. Breaking the Game covers basic Scrabble concepts (such as anagramming and board vision) to more complex concepts such as leaves, fishing, setups, and endgame. While it describes these concepts at a high level, it is written simply, at a level that anyone can understand! This book will become a reference for any Scrabble enthusiast that they can come back to time and time again!
Breaking Into the Game Industry
Title | Breaking Into the Game Industry PDF eBook |
Author | Brenda Brathwaite |
Publisher | Course Technology |
Pages | 0 |
Release | 2012 |
Genre | Computer games industry |
ISBN | 9781435458048 |
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
FGTeeV: Game Break!
Title | FGTeeV: Game Break! PDF eBook |
Author | FGTeeV |
Publisher | HarperCollins |
Pages | 0 |
Release | 2021-06-22 |
Genre | Juvenile Fiction |
ISBN | 0063092999 |
FGTeeV: Game Break! has descriptive copy which is not yet available from the Publisher.
The Reality Game
Title | The Reality Game PDF eBook |
Author | Samuel Woolley |
Publisher | PublicAffairs |
Pages | 221 |
Release | 2020-01-07 |
Genre | Computers |
ISBN | 1541768248 |
Fake news posts and Twitter trolls were just the beginning. What will happen when misinformation moves from our social media feeds into our everyday lives? Online disinformation stormed our political process in 2016 and has only worsened since. Yet as Samuel Woolley shows in this urgent book, it may pale in comparison to what's to come: humanlike automated voice systems, machine learning, "deepfake" AI-edited videos and images, interactive memes, virtual reality, and more. These technologies have the power not just to manipulate our politics, but to make us doubt our eyes and ears and even feelings. Deeply researched and compellingly written, The Reality Game describes the profound impact these technologies will have on our lives. Each new invention built without regard for its consequences edges us further into this digital dystopia. Yet Woolley does not despair. Instead, he argues pointedly for a new culture of innovation, one built around accountability and especially transparency. With social media dragging us into a never-ending culture war, we must learn to stop fighting and instead prevent future manipulation. This book shows how we can use our new tools not to control people but to empower them.
Game Plan
Title | Game Plan PDF eBook |
Author | Charles Wilson |
Publisher | Macmillan + ORM |
Pages | 342 |
Release | 2016-06-21 |
Genre | Fiction |
ISBN | 1250126940 |
National bestselling author Charles Wilson delivers a cutting-edge thriller based on real-life experiments at improving human intelligence currently underway in both government and private circles. Imagine a computer chip no bigger than the tip of a pencil. This chip, if implanted in a human brain, could give someone encyclopedic knowledge, lightning-fast reflexes and superior learning skills. In a remote military hospital in Montana, an experiment is being performed: implant the chip into the brains of five volunteers. These volunteers, four men and one woman, are all serving life sentences in prison. The experiment works...but the five criminals escape. One young doctor is pulled into the intrigue by the baffling murder of his medical school mentor. Can this one doctor stop the conspiracy of five powerful opponents...whose driving desire is absolute and total control?
Metagaming
Title | Metagaming PDF eBook |
Author | Stephanie Boluk |
Publisher | U of Minnesota Press |
Pages | 422 |
Release | 2017-04-04 |
Genre | Games & Activities |
ISBN | 145295416X |
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.