Life After the Games

Life After the Games

Author: Holly Miller

Publisher: Xulon Press

Published: 2007-05

Total Pages: 170

ISBN-13: 1602661871

DOWNLOAD EBOOK

All I see regarding life is this; when you are at the weakest place and you can't seem to go on any further.... God is your only strength. When you are at the lowest, even touching the bottom .You must decide to "PUSH OFF!" The moment I heard those two words they echoed in my heart from that second to now. "Superman" -renowned-Christopher Reeves, a quadriplegic fervently spoke those words. More notably, Joel the prophet said; "let the weak say I am Strong!" It is still a combat zone out there-all trying to make all the right moves and do all the profound things. Well, guess what? Nothing you do will ever compare to the triumph you will sense, until you recognize you are not equipped to do it all by your self. You must surrender to your own strength and allow God to bring you through this life of Games. What a great book! It is a blessing to read such an open challenge to today's young people. The transparency and personal applications throughout the book are awesome. There are many valuable "nuggets" of gold and they shine as you read through the pages. Joyce Williams-Author and Speaker Co-Founder and Director of Shepherds' Fold Ministries This book is a delight and full of endearing stories. The candid yet joyful words aren't just tales; they are a wealth of information that adds direction to Teens-Young adults-Single-and divorced woman. If I were single or divorced, I would wish for this book. Paula Page Former-Mrs. Kansas USA My little sister is as beautiful on the outside and as powerful on the inside as Queen Ester. She is as bold as a lion and she tells it like it is. I can clearly see her greatest hope is that the scales of deception fall off as you read her book. Rhonda Knox-Ordained Minister- Voice for Nepal "You Said GO Ministries" Holly Miller is a Christian, a follower of the Lord Jesus Christ. Reared by a Preacher in a small town of Grove Oklahoma-Holly has learned to embrace the word of God and apply it to her everyday life. She is passionate about people and actively gives women hope and encouragement in their daily lives. Being steadfast in the truth of the word of God, she is sought after for counsel and only offers Jesus Christ as the Light and the solution. Happily married- Holly's husband Charlie calls her a "warrior" as she stands against the enemy.


Catching Fire (Hunger Games, Book Two)

Catching Fire (Hunger Games, Book Two)

Author: Suzanne Collins

Publisher: Scholastic Inc.

Published: 2010-06-01

Total Pages: 402

ISBN-13: 0545227240

DOWNLOAD EBOOK

The second book in Suzanne Collins's phenomenal and worldwide bestselling Hunger Games trilogy. Against all odds, Katniss Everdeen has won the annual Hunger Games with fellow district tribute Peeta Mellark. But it was a victory won by defiance of the Capitol and their harsh rules. Katniss and Peeta should be happy. After all, they have just won for themselves and their families a life of safety and plenty. But there are rumors of rebellion among the subjects, and Katniss and Peeta, to their horror, are the faces of that rebellion. The Capitol is angry. The Capitol wants revenge.


Lost in a Good Game

Lost in a Good Game

Author: Pete Etchells

Publisher: Icon Books

Published: 2019-04-04

Total Pages: 332

ISBN-13: 1785785060

DOWNLOAD EBOOK

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.


Mockingjay (Hunger Games, Book Three)

Mockingjay (Hunger Games, Book Three)

Author: Suzanne Collins

Publisher: Scholastic Inc.

Published: 2010-08-24

Total Pages: 402

ISBN-13: 0545317800

DOWNLOAD EBOOK

The greatly anticipated final book in the New York Times bestselling Hunger Games trilogy by Suzanne Collins. The greatly anticipated final book in the New York Times bestselling Hunger Games trilogy by Suzanne Collins.The Capitol is angry. The Capitol wants revenge. Who do they think should pay for the unrest? Katniss Everdeen. The final book in The Hunger Games trilogy by Suzanne Collins will have hearts racing, pages turning, and everyone talking about one of the biggest and most talked-about books and authors in recent publishing history!


Sid Meier's Memoir!: A Life in Computer Games

Sid Meier's Memoir!: A Life in Computer Games

Author: Sid Meier

Publisher: W. W. Norton & Company

Published: 2020-09-08

Total Pages: 233

ISBN-13: 1324005882

DOWNLOAD EBOOK

The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.


Power-Up

Power-Up

Author: Chris Kohler

Publisher: Courier Dover Publications

Published: 2016-10-10

Total Pages: 337

ISBN-13: 0486816427

DOWNLOAD EBOOK

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.


Finite and Infinite Games

Finite and Infinite Games

Author: James Carse

Publisher: Simon and Schuster

Published: 2011-10-11

Total Pages: 155

ISBN-13: 1451657293

DOWNLOAD EBOOK

“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.


Level Up Your Life

Level Up Your Life

Author: Steve Kamb

Publisher: Rodale Books

Published: 2016-01-12

Total Pages: 258

ISBN-13: 1623365414

DOWNLOAD EBOOK

In 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, Level Up Your Life is for you. Kamb 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?


Game After

Game After

Author: Raiford Guins

Publisher: MIT Press

Published: 2014-01-24

Total Pages: 371

ISBN-13: 0262019981

DOWNLOAD EBOOK

A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.