You Are The Hero

You Are The Hero

Author: Jonathan Green

Publisher: Snowbooks Ltd

Published: 2014-09-07

Total Pages: 272

ISBN-13: 1909679402

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Fighting Fantasy gamebooks have sold over 17 million books worldwide, in over 30 languages. But when Steve Jackson and Ian Livingstone sat down to write The Warlock of Firetop Mountain they had no idea this one book would go on to spawn another eighty or more titles, and have an immeasurable impact on a generation of children growing up in the 1980s. Part history, part celebration, YOU ARE THE HERO chronicles more than three decades of Fighting Fantasy. Written by Jonathan Green (author of seven Fighting Fantasy titles), this mighty tome will appeal to anyone who ever wiled away a washed-out summer holiday with only two dice, a pencil, and an eraser for company. This is a fixed format PDF eBook, with all of the same stunning, full-colour artwork as the hardback and paperback. Best viewed on a colour screen of 7" upwards, as a daily reader to keep your precious hardback safe. “YOU ARE THE HERO is as read-under-the-covers immersive as its subject matter; great characters, amazing stories and a surprise behind every door. 5 stars!" -- SCIFI Now “The most comprehensive history of the Fighting Fantasy phenomenon I've ever seen. With its maps, notes, art and photographs it's not just a celebration but a fascinating resource." -- SFX “How many thousands of heroes did these books create? And how many lost their lives with a bad roll of the dice? A publishing phenomenon, without which computer games wouldn't be what they are today. About time these books were celebrated. Now go to page 45 and face your nemesis." -- Charlie Higson


Videogame Sciences and Arts

Videogame Sciences and Arts

Author: Nelson Zagalo

Publisher: Springer Nature

Published: 2019-12-26

Total Pages: 282

ISBN-13: 3030379833

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This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.


Warriors Super Edition: Firestar's Quest

Warriors Super Edition: Firestar's Quest

Author: Erin Hunter

Publisher: Harper Collins

Published: 2009-10-06

Total Pages: 535

ISBN-13: 0061973688

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An epic stand-alone adventure in Erin Hunter’s #1 nationally bestselling Warriors series! Set just after the events of Warriors #6: The Darkest Hour, this Super Edition follows the ThunderClan leader Firestar on a quest to uncover a long-forgotten truth. It is a time of peace between the warrior Clans, and all four are thriving. Then Firestar, leader of ThunderClan, discovers a terrible secret: the warrior ancestors of StarClan have lied to him. Firestar must embark on a perilous journey to right their wrong—and nothing will ever be the same again. Join the legion of fans who have discovered the epic adventures, fierce warrior cats, and thrilling fantasy world of the mega-bestselling Warriors series. This stand-alone entry is perfect for new readers and dedicated fans alike.


Media Materialities

Media Materialities

Author: Iain A. Taylor

Publisher: Intellect Books

Published: 2023-11-28

Total Pages: 425

ISBN-13: 1789388198

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Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which provide expansive discussions of perspectives on media and materiality. It considers a range of media artefacts such as 8mm film, board games maps, videogames, cassette tapes, transistor radios and Twitter, amongst others. These are punctuated with a number of short takes – less formal, often personal takes exploring the meanings of media in context. We seek to consider the materialities which emerge across the broad and variegated range of the term’s use, and to create spaces for conversation and debate about the implications that this plurality of material meanings might have for the study of study of media, culture, and society.


Sport

Sport

Author: C. M. van Stockum

Publisher:

Published: 1911

Total Pages: 328

ISBN-13:

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The Tabletop Revolution

The Tabletop Revolution

Author: Marco Arnaudo

Publisher: McFarland

Published: 2023-12-15

Total Pages: 256

ISBN-13: 1476651930

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This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.


How To Lead A Quest

How To Lead A Quest

Author: Jason Fox

Publisher: John Wiley & Sons

Published: 2015-12-29

Total Pages: 308

ISBN-13: 0730324729

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Unlock progress through doubt and uncertainty The biggest threat facing modern business is the sheer complexity of an uncertain future. That, and the fact that everyone is busy. Too busy for progress. Workplace cultures have become cursed with efficiency. And so when it comes to developing strategy, we default to our defaults.We favour quick fixes, easy templates and familiar approaches, developing ‘robust plans' that do little to mitigate strategic risk or generate new value. The result? The future comes, and businesses die. But no longer! *cue trumpets* How to Lead a Quest is a book for pioneering leaders - folks who know that enterprise strategy is far too important to condemn to ‘smart goals', 'a clear vision for the future' and other such rubbish. Within this book, you'll discover how to: liberate enterprise leadership and workplace cultures from the curse of efficiency, default thinking and the delusion of progress explore complex and uncertain futures to find profound insights that mitigate strategic risks and ensure your business model remains viable create new value and enduring relevance by pioneering into unchartered and unprecedented territory embed new structures and rituals into your enterprise to build for the future, while still delivering operational excellence today. Not for the faint of heart or short-of-wit, this uniquely refreshing book bravely tackles the paradox that is pioneering leadership. You'll discover how to lead meaningful progress - even if you don't know what the goal or destination looks like.


Neverending Stories

Neverending Stories

Author: R. Lyle Skains

Publisher: Bloomsbury Publishing USA

Published: 2022-12-29

Total Pages: 289

ISBN-13: 1501364928

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Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.