SpeedRunner

SpeedRunner

Author: Pete Magill

Publisher: VeloPress

Published: 2018-05-01

Total Pages: 306

ISBN-13: 1937716996

DOWNLOAD EBOOK

The speed you need to outsprint the competition, juke your opponent on the field or court, set personal records, and achieve peak performance. In SpeedRunner, celebrated running coach Pete Magill reveals his 4-week training plan to make any athlete into a faster runner, no matter the sport, age, gender, experience, or goals. In every sport that includes running, the difference between the best and the rest is tenths of a second. From team sports like football, soccer, basketball, and baseball to individual sports like distance running, track, and triathlon, faster leg speed makes champions. By targeting the neuromuscular system and strengthening muscle and connective tissue, Magill’s SpeedRunner program builds speed, strength, endurance, agility, coordination, balance, proprioception, and explosive power so athletes can excel. Developed over decades of experience coaching athletes of all ages from short sprints to the marathon, Magill’s SpeedRunner program is your key to speed. Magill has led his club to two dozen US National Masters Championships in road running and cross country. As a 5-time USA Masters Cross Country Runner of the Year and multiple American and world age-group record holder himself, Magill is proof that his training methods are effective. Along with its core 4-week program, SpeedRunner offers speed only training, once-a-week speed work for distance runners, and single-day sessions focused on injury prevention and whole-body strength. SpeedRunner will make you faster, stronger, quicker—no matter your sport!


InfoWorld

InfoWorld

Author:

Publisher:

Published: 1997-02-10

Total Pages: 104

ISBN-13:

DOWNLOAD EBOOK

InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.


The Role of the Code

The Role of the Code

Author: Jason C. Enders

Publisher: Trafford Publishing

Published: 2000

Total Pages: 1068

ISBN-13: 1552125327

DOWNLOAD EBOOK

The Guardian Cycle is a science-fiction series set in space. It will consist of six segments, five of which have already been created. Titles will include: Book 1 - The Role of the Code Book 2 - Redemption Through Retrieval Book 3 - Dark Reckoning Book 4 - The First Gleam Book 5 - The Severity of the System Read articles and a full chapter on Fiction-Fantasy.net.


Ability Machines

Ability Machines

Author: Sky LaRell Anderson

Publisher: Indiana University Press

Published: 2024-07-02

Total Pages: 248

ISBN-13: 0253070058

DOWNLOAD EBOOK

Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.


Speedrunning

Speedrunning

Author: David Snyder

Publisher: McFarland

Published: 2017-11-29

Total Pages: 261

ISBN-13: 1476670803

DOWNLOAD EBOOK

More than 30 years after its 1985 release on the Nintendo Entertainment System, Super Mario Bros. continues to be one of the best-selling video games of all time. For many, completing the classic side-scrolling platformer remains challenging enough to provide many hours of entertainment. In late 2016 an American gamer known online as "darbian" completed the game in record time, rescuing Princess Peach in 4 minutes, 56 seconds. darbian practices speedrunning, a method of play in which quick reflexes and intimate familiarity with games are used to complete them in the fastest possible time. Through 10 interviews with darbian and other elite speedrunners, this book explores the history and techniques of this intense and competitive type of gaming.


Better Angels: Tour de Force

Better Angels: Tour de Force

Author: Steven D. Brewer

Publisher: Water Dragon Publishing

Published: 2023-12-15

Total Pages: 190

ISBN-13:

DOWNLOAD EBOOK

The Better Angels. Entertainment. Music and Dancing. And Rescues! Originally designed by the Magicorps corporation to be singing and dancing idols, the Better Angels are non-human biological androids that look like young girls. But their design was repurposed for nefarious purposes. After a mysterious guardian angel named David rescues them, they need to somehow find their own way in a big galaxy. And what better way than by returning to their roots as magical-girl idols! Quickly gaining galaxy-wide fame, traveling in their starship Angels’ Wings, from their permanent berth on the Truck Stop at the Center of the Galaxy, David and the Better Angels jump from planet to space station to asteroid, singing and dancing, offering benefits for charity, and offering appearances for their fans. But is that all they’re doing? Some wonder … Seemingly magnets for trouble, the Angels attract more than their fair share of unwanted attention. But they also collect new allies along the way.


A Manager’s Primer on e-Networking

A Manager’s Primer on e-Networking

Author: Dragan Nikolik

Publisher: Springer Science & Business Media

Published: 2012-09-10

Total Pages: 290

ISBN-13: 9400708629

DOWNLOAD EBOOK

The implementation of Enterprise Networks or e-Networking is of paramount importance for organisations. Enterprise-wide networking would warrant that the components of information architecture are organised to harness more out of the organisation's computing power on the desktop. This would also involve establishment of networks that link the various but important subsystems of the enterprise. Our firm belief is that in order to gain a competitive edge the organisations need knowledge and sound strategy. This conviction is particularly true today, considering the pressures from international competition, environmental concerns and complicated ethical issues. This book, entitled A Manager's Primer on e-Networking, negotiates the hyper dimensions of the Internet through stories from myriad of Web sites with its fluent presentation and simple but chronological organisation of topics highlighting numerous opportunities and providing a solid starting point not only for inexperienced entrepreneurs and managers but anyone interested in applying information technology in the business. I sincerely hope the book will help as well many small and medium size companies and organisations to launch corporate networking successfully in order to attain their strategic objectives. Rajiv Jayashankar, Ph. D.


Video Games Have Always Been Queer

Video Games Have Always Been Queer

Author: Bo Ruberg

Publisher: NYU Press

Published: 2019-03-19

Total Pages: 278

ISBN-13: 1479859982

DOWNLOAD EBOOK

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.


Real Life in Real Time

Real Life in Real Time

Author: Johanna Brewer

Publisher: MIT Press

Published: 2023-08-22

Total Pages: 353

ISBN-13: 0262545659

DOWNLOAD EBOOK

The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from digital media studies to queer studies, from human-computer interaction to anthropology, and more. While important foundational work has been carried out by game studies scholars, many other elements of streaming practices remain to be explored. To deepen engagement with diversity and social justice, the editors have included a variety of voices on such topics as access, gender, sexuality, race, disability, harassment, activism, and the cultural implications of design aesthetics. Live streaming affects a wide array of behaviors, norms, and patterns of communication. But above all, it lets participants observe and engage with real life as it unfolds in real time. Ultimately, these essays challenge us to look at both the possibilities for harm and the potential for radical change that live streaming presents.


Metagaming

Metagaming

Author: Stephanie Boluk

Publisher: U of Minnesota Press

Published: 2017-04-04

Total Pages: 422

ISBN-13: 145295416X

DOWNLOAD EBOOK

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.