Leveling Up (Virtually)

Leveling Up (Virtually)

Author: Deborah Zoe Laufer

Publisher: Samuel French, Incorporated

Published: 2021-05-10

Total Pages: 84

ISBN-13: 9780573709357

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New virtual version! From the award winning playwright of End Days, Deborah Zoe Laufer, comes a story about three twenty-something roommates who are glued to their video games. They are masters of the virtual worlds behind the computer screens in their Las Vegas basement. When one of them uses his gaming skills to land a job with the National Security Agency launching actual drones and missiles, online battles begin to have real consequences. Leveling Up is a fresh, contemporary look at how we navigate the blurry line between worlds both virtual and real and what it means to grow up. 


Virtually Sacred

Virtually Sacred

Author: Robert M. Geraci

Publisher: Oxford University Press

Published: 2014-06-13

Total Pages: 369

ISBN-13: 0199344701

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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.


Living Virtually

Living Virtually

Author: Don Heider

Publisher: Peter Lang

Published: 2009

Total Pages: 316

ISBN-13: 9781433101304

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Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.


Leveling Up

Leveling Up

Author: Eric Siu

Publisher: Page Two

Published: 2021-02-24

Total Pages: 0

ISBN-13: 198960353X

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What happens when you approach the real world like a video game? You start winning--at life. In this radical new perspective on achieving success, marketing leader and eSports player Eric Siu outlines 15 personal power-ups that will help you unlock your passion and level up your life. You'll follow the same steps that Siu used to transform himself from academic and social failure to wildly successful marketing entrepreneur and podcaster--by applying his mindset as a competitive eSports gamer to real-life situations. Siu didn't stop playing video games; he just started gaming in his real life, setting himself quests, goals, and rewards at each level. Now, he's passing the torch to you. In Leveling Up, Siu challenges you to conquer the real world by accumulating 15 personal power-ups that will help you focus on your passion and develop it into a winning career. Every chapter brings insights and stories, advice from others who have succeeded, and a quest that you must undertake. Master all 15 levels, and you'll even unlock a special bonus to help you build the life of your dreams. Are you ready to test your might?


Significant Zero

Significant Zero

Author: Walt Williams

Publisher: Simon and Schuster

Published: 2017-09-19

Total Pages: 304

ISBN-13: 1501129953

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"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--


Level Up Your Life

Level Up Your Life

Author: Steve Kamb

Publisher: Rodale

Published: 2016-01-12

Total Pages: 296

ISBN-13: 1623365406

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For the past 5 years, Steve Kamb has transformed himself from wanna-be daydreamer into a real-life superhero and actually turned his life into a gigantic video game: flying stunt planes in New Zealand, gambling in a tuxedo at the Casino de Monte-Carlo, and even finding Nemo on the Great Barrier Reef. To help him accomplish all of these goals, he built a system that allowed him to complete quests, take on boss battles, earn experience points, and literally level up his life. If you have always dreamed of adventure and growth but can’t seem to leave your hobbit-hole, Steve’s book, Level Up Your Life, is for you. He will teach you exactly how to use your favorite video games, books, and movies as inspiration for adventure rather than an escape from the grind of everyday life. Hundreds of thousands of everyday Joes and Jills have joined Steve’s Rebellion through his popular website, NerdFitness.com, and leveled up their lives--losing weight, getting stronger, and living better. In Level Up Your Life, you’ll meet more than a dozen of these members of The Rebellion: men and women, young and old, single and married, from all walks of life who have created superhero versions of themselves to live adventurously and happily. Within this guide, you’ll follow in their footsteps and learn exactly how to: • Create your own “Alter Ego” with real-life super powers • Build your own Epic Quest List, broken into categories and difficulty levels • Hack your productivity habits to start making progress • Train your body for any adventure • Build in rewards and accountability that will actually motivate you to succeed • Travel the world freely (and cheaply) • Recruit the right allies to your side and find powerful mentors for guidance Adventure is out there, and the world needs more heroes. Will you heed the call?


Power-Up

Power-Up

Author: Chris Kohler

Publisher: Courier Dover Publications

Published: 2016-10-21

Total Pages: 337

ISBN-13: 0486801497

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Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.


Journal

Journal

Author: South African Institute of Mining and Metallurgy

Publisher:

Published: 1914

Total Pages: 550

ISBN-13:

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Plutocrats United

Plutocrats United

Author: Richard L. Hasen

Publisher: Yale University Press

Published: 2016-01-12

Total Pages: 256

ISBN-13: 0300216742

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Campaign financing is one of today’s most divisive political issues. The left asserts that the electoral process is rife with corruption. The right protests that the real aim of campaign limits is to suppress political activity and protect incumbents. Meanwhile, money flows freely on both sides. In Plutocrats United, Richard Hasen argues that both left and right avoid the key issue of the new Citizens United era: balancing political inequality with free speech. The Supreme Court has long held that corruption and its appearance are the only reasons to constitutionally restrict campaign funds. Progressives often agree but have a much broader view of corruption. Hasen argues for a new focus and way forward: if the government is to ensure robust political debate, the Supreme Court should allow limits on money in politics to prevent those with great economic power from distorting the political process.


The State of Play

The State of Play

Author: Jack M. Balkin

Publisher: NYU Press

Published: 2006-11-01

Total Pages: 313

ISBN-13: 081479937X

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The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.