Half-Real

Half-Real

Author: Jesper Juul

Publisher: MIT Press

Published: 2011-08-19

Total Pages: 245

ISBN-13: 0262284138

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An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.


The Half That's Never Been Told

The Half That's Never Been Told

Author: Doctor Dread

Publisher: Akashic Books

Published: 2015-03-03

Total Pages: 274

ISBN-13: 1617752908

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A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.


The Absolutely True Diary of a Part-Time Indian (National Book Award Winner)

The Absolutely True Diary of a Part-Time Indian (National Book Award Winner)

Author: Sherman Alexie

Publisher: Little, Brown Books for Young Readers

Published: 2012-01-10

Total Pages: 299

ISBN-13: 0316219304

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A New York Times bestseller—over one million copies sold! A National Book Award winner A Boston Globe-Horn Book Award winner Bestselling author Sherman Alexie tells the story of Junior, a budding cartoonist growing up on the Spokane Indian Reservation. Determined to take his future into his own hands, Junior leaves his troubled school on the rez to attend an all-white farm town high school where the only other Indian is the school mascot. Heartbreaking, funny, and beautifully written, The Absolutely True Diary of a Part-Time Indian, which is based on the author's own experiences, coupled with poignant drawings by Ellen Forney that reflect the character's art, chronicles the contemporary adolescence of one Native American boy as he attempts to break away from the life he was destined to live. With a forward by Markus Zusak, interviews with Sherman Alexie and Ellen Forney, and black-and-white interior art throughout, this edition is perfect for fans and collectors alike.


Based on a True Story

Based on a True Story

Author: Norm Macdonald

Publisher: Random House

Published: 2016-09-20

Total Pages: 241

ISBN-13: 0812993632

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NEW YORK TIMES BESTSELLER • “Driving, wild and hilarious” (The Washington Post), here is the incredible “memoir” of the legendary actor, gambler, raconteur, and Saturday Night Live veteran. When Norm Macdonald, one of the greatest stand-up comics of all time, was approached to write a celebrity memoir, he flatly refused, calling the genre “one step below instruction manuals.” Norm then promptly took a two-year hiatus from stand-up comedy to live on a farm in northern Canada. When he emerged he had under his arm a manuscript, a genre-smashing book about comedy, tragedy, love, loss, war, and redemption. When asked if this was the celebrity memoir, Norm replied, “Call it anything you damn like.”


The Dark Half

The Dark Half

Author: Stephen King

Publisher: Simon and Schuster

Published: 2016-02-16

Total Pages: 528

ISBN-13: 1501144197

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Set in the fictional town of Castle Rock, Maine A "wondrously frightening" (Publishers Weekly) tale of terror and #1 national bestseller about a writer's pseudonym that comes alive and destroys everyone on the path that leads to the man who created him. Thad Beaumont is a writer, and for a dozen years he has secretly published violent bestsellers under the name of George Stark. But Thad is a healthier and happier man now, the father of infant twins, and starting to write as himself again. He no longer needs George Stark and so, with nationwide publicity, the pseudonym is retired. But George Stark won't go willingly. And now Thad would like to say he is innocent. He'd like to say he has nothing to do with the twisted imagination that produced his bestselling novels. He'd like to say he has nothing to do with the series of monstrous murders that keep coming closer to his home. But how can Thad deny the ultimate embodiment of evil that goes by the name he gave it--and signs its crimes with Thad's bloody fingerprints? The Dark Half is "a chiller" (The New York Times Book Review), so real and fascinating that you'll find yourself squirming in Stephen King's heart-stopping, blood-curdling grip--and loving every minute of it.


Bunny

Bunny

Author: Mona Awad

Publisher: Penguin

Published: 2019-06-11

Total Pages: 311

ISBN-13: 0525559744

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NATIONAL BESTSELLER Soon to be a major motion picture "Jon Swift + Witches of Eastwick + Kelly 'Get In Trouble' Link + Mean Girls + Creative Writing Degree Hell! No punches pulled, no hilarities dodged, no meme unmangled! O Bunny you are sooo genius!" —Margaret Atwood, via Twitter "A wild, audacious and ultimately unforgettable novel." —Michael Schaub, Los Angeles Times "Awad is a stone-cold genius." —Ann Bauer, The Washington Post The Vegetarian meets Heathers in this darkly funny, seductively strange novel from the acclaimed author of 13 Ways of Looking at a Fat Girl and Rouge "We were just these innocent girls in the night trying to make something beautiful. We nearly died. We very nearly did, didn't we?" Samantha Heather Mackey couldn't be more of an outsider in her small, highly selective MFA program at New England's Warren University. A scholarship student who prefers the company of her dark imagination to that of most people, she is utterly repelled by the rest of her fiction writing cohort--a clique of unbearably twee rich girls who call each other "Bunny," and seem to move and speak as one. But everything changes when Samantha receives an invitation to the Bunnies' fabled "Smut Salon," and finds herself inexplicably drawn to their front door--ditching her only friend, Ava, in the process. As Samantha plunges deeper and deeper into the Bunnies' sinister yet saccharine world, beginning to take part in the ritualistic off-campus "Workshop" where they conjure their monstrous creations, the edges of reality begin to blur. Soon, her friendships with Ava and the Bunnies will be brought into deadly collision. The spellbinding new novel from one of our most fearless chroniclers of the female experience, Bunny is a down-the-rabbit-hole tale of loneliness and belonging, friendship and desire, and the fantastic and terrible power of the imagination. Named a Best Book of 2019 by TIME, Vogue, Electric Literature, and The New York Public Library


Hyperbole and a Half

Hyperbole and a Half

Author: Allie Brosh

Publisher: Simon and Schuster

Published: 2013-10-29

Total Pages: 288

ISBN-13: 1451666187

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#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!


Level Up Your Classroom

Level Up Your Classroom

Author: Jonathan Cassie

Publisher: ASCD

Published: 2016-06-28

Total Pages: 195

ISBN-13: 1416622055

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In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?


A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience

Author: Weimin Toh

Publisher: Routledge

Published: 2018-10-10

Total Pages: 241

ISBN-13: 135118475X

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.