The Summer Game

The Summer Game

Author: Roger Angell

Publisher: Open Road Media

Published: 2013-02-05

Total Pages: 336

ISBN-13: 1453297820

DOWNLOAD EBOOK

This New York Times bestseller “takes you into the heart of baseball as it was in the 1960s, conveyed with humor and insight” (Tim McCarver, The Wall Street Journal). Acclaimed New Yorker writer Roger Angell’s first book on baseball, The Summer Game, originally published in 1972, is a stunning collection of his essays on the major leagues, covering a span of ten seasons. Angell brilliantly captures the nation’s most beloved sport through the 1960s, spanning both the winning teams and the “horrendous losers,” and including famed players Sandy Koufax, Bob Gibson, Brooks Robinson, Frank Robinson, Willie Mays, and more. With the panache of a seasoned sportswriter and the energy of an avid baseball fan, Angell’s sports journalism is an insightful and compelling look at the great American pastime.


The Kids Summer Games Book

The Kids Summer Games Book

Author: Jane Drake

Publisher: Buffalo ; Toronto : Kids Can Press

Published: 1998

Total Pages: 182

ISBN-13: 9781550744699

DOWNLOAD EBOOK

This book in the Family Fun series is a treasury of more than 150 games to be played year round.


Teen Games Rule!

Teen Games Rule!

Author: Julie Scordato

Publisher: Bloomsbury Publishing USA

Published: 2013-11-12

Total Pages: 159

ISBN-13: 1598847058

DOWNLOAD EBOOK

Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.


LIFE

LIFE

Author:

Publisher:

Published: 1972-06-09

Total Pages: 110

ISBN-13:

DOWNLOAD EBOOK

LIFE Magazine is the treasured photographic magazine that chronicled the 20th Century. It now lives on at LIFE.com, the largest, most amazing collection of professional photography on the internet. Users can browse, search and view photos of today’s people and events. They have free access to share, print and post images for personal use.


Game It Up!

Game It Up!

Author: David Folmar

Publisher: Rowman & Littlefield

Published: 2015-08-14

Total Pages: 149

ISBN-13: 1442253363

DOWNLOAD EBOOK

Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A–Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: badge hunts for staff orientation; a “face of the library” game for patron services; badges for your programs; augmented reality and a catalog Easter egg hunt; interactive fiction for information literacy education; and top-down video games for library orientation.


The Dickson Baseball Dictionary 3e

The Dickson Baseball Dictionary 3e

Author: Paul Dickson

Publisher: W. W. Norton & Company

Published: 2009-02-24

Total Pages: 1000

ISBN-13: 0393066819

DOWNLOAD EBOOK

Draws on extensive historical and contemporary sources to provide definitions for terms from their earliest appearances, in a latest edition that has been expanded to include more than 18,000 entries.


No Place I Would Rather Be

No Place I Would Rather Be

Author: Joe Bonomo

Publisher: U of Nebraska Press

Published: 2023-04

Total Pages: 236

ISBN-13: 1496234782

DOWNLOAD EBOOK

​No Place I Would Rather Be is a look at Roger Angell's writing over the decades, including his early short stories, pieces for the New Yorker, and later autobiographical essays, and at the common threads that run through it.


Pattern Language for Game Design

Pattern Language for Game Design

Author: Christopher Barney

Publisher: CRC Press

Published: 2020-12-08

Total Pages: 301

ISBN-13: 1000259587

DOWNLOAD EBOOK

Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.


Collected Stories

Collected Stories

Author: Tennessee Williams

Publisher: New Directions Publishing

Published: 1994-04-17

Total Pages: 610

ISBN-13: 0811220818

DOWNLOAD EBOOK

This definitive collection establishes Williams as a major American fiction writer of the twentieth century. Tennessee Williams’ Collected Stories combines the four short-story volumes published during Williams’ lifetime with previously unpublished or uncollected stories. Arranged chronologically, the forty-nine stories, when taken together with the memoir of his father that serves as a preface, not only establish Williams as a major American fiction writer of the twentieth century, but also, in Gore Vidal’s view, constitute the real autobiography of Williams’ "art and inner life."