The Game Called Revolution

The Game Called Revolution

Author: Scott Kinkade

Publisher: Author Scott Kinkade

Published: 2012-02-25

Total Pages: 261

ISBN-13:

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Noblewoman knight Jeanne de Fleur and her elite team sail the skies in their airship fighting for justice in this steampunk adventure. When a sinister puppet master orchestrates the French Revolution, the knights must face a shape-shifting murderer, a sadistic Austrian princess, treasonous turncoats, the archangel Michael, and a doomsday weapon in the heart of Paris. One thing's for sure--you won't find this story in the history books.


Gaming the Past

Gaming the Past

Author: Jeremiah McCall

Publisher: Routledge

Published: 2013-06-17

Total Pages: 198

ISBN-13: 1136832092

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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.


The Revolution That Wasn't

The Revolution That Wasn't

Author: Spencer Jakab

Publisher: Penguin

Published: 2022-02-01

Total Pages: 321

ISBN-13: 0593421159

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"The saga of GameStop and other meme stocks is revealed with the skill of a thrilling whodunit. Jakab writes with an anti-Midas touch. If he touched gold, he would bring it to life." --Burton G. Malkiel, author of A Random Walk Down Wall Street From Wall Street Journal columnist Spencer Jakab, the real story of the GameStop squeeze—and the surprising winners of a rigged game. During one crazy week in January 2021, a motley crew of retail traders on Reddit’s r/wallstreetbets forum had seemingly done the impossible—they had brought some of the biggest, richest players on Wall Street to their knees. Their weapon was GameStop, a failing retailer whose shares briefly became the most-traded security on the planet and the subject of intense media coverage. The Revolution That Wasn’t is the riveting story of how the meme stock squeeze unfolded, and of the real architects (and winners) of the GameStop rally. Drawing on his years as a stock analyst at a major bank, Jakab exposes technological and financial innovations such as Robinhood’s habit-forming smartphone app as ploys to get our dollars within the larger story of evolving social and economic pressures. The surprising truth? What appeared to be a watershed moment—a revolution that stripped the ultra-powerful hedge funds of their market influence, placing power back in the hands of everyday investors—only tilted the odds further in the house’s favor. Online brokerages love to talk about empowerment and “democratizing finance” while profiting from the mistakes and volatility created by novice investors. In this nuanced analysis, Jakab shines a light on the often-misunderstood profit motives and financial mechanisms to show how this so-called revolution is, on balance, a bonanza for Wall Street. But, Jakab argues, there really is a way for ordinary investors to beat the pros: by refusing to play their game.


Mexico in Revolution, 1912-1920

Mexico in Revolution, 1912-1920

Author: Jonathan Truitt

Publisher: W. W. Norton

Published: 2019-10-15

Total Pages: 0

ISBN-13: 9780393690392

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Part of the Reacting to the Past series, Mexico in Revolution, 1912-1920 invites students to stabilize Mexico's fragile government and debate a variety of reforms


Revolution!

Revolution!

Author: Philip DuBarry

Publisher:

Published: 2009

Total Pages:

ISBN-13: 9781556347931

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Players bid against each other to gain support of the people, win territory, and gather Gold, Blackmail, and Force tokens. Support score measure in tokens. Winner is the player with the most support.


Game, Set, Match

Game, Set, Match

Author: Susan Ware

Publisher: Univ of North Carolina Press

Published: 2011

Total Pages: 296

ISBN-13: 0807834548

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Argues that Billie Jean King's 1973 defeat of male player Bobby Riggs in tennis' Battle of the Sexes match helped, along with the passage of the Title IX anti-sex discrimination act, cause a revolution in women's sports.


The Bash Bash Revolution

The Bash Bash Revolution

Author: Douglas Lain

Publisher: Start Publishing LLC

Published: 2018-03-27

Total Pages: 308

ISBN-13: 1597806161

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Seventeen-year-old Matthew Munson is ranked thirteenth in the state in Bash Bash Revolution, an outdated Nintendo game from 2002 that, in 2016, is still getting tournament play. He’s a high school dropout who still lives at home with his mom, doing little but gaming and moping. That is, until Matthew’s dad turns up again. Jeffrey Munson is a computer geek who’d left home eight years earlier to work on a top secret military project. Jeff has been a sporadic presence in Matthew’s life, and much to his son’s displeasure insists on bonding over video games. The two start entering local tournaments together, where Jeff shows astonishing aptitude for Bash Bash Revolution in particular. Then, as abruptly as he appeared, Matthew’s father disappears again, just as he was beginning to let Jeff back into his life. The betrayal is life-shattering, and Matthew decides to give chase, in the process discovering the true nature of the government-sponsored artificial intelligence program his father has been involved in. Told as a series of conversations between Matthew and his father’s artificial intelligence program, Bash Bash Revolution is a wildly original novel of apocalypse and revolution, as well as a poignant story of broken family.


Slave Revolt on Screen

Slave Revolt on Screen

Author: Alyssa Goldstein Sepinwall

Publisher: Univ. Press of Mississippi

Published: 2021-05-28

Total Pages: 337

ISBN-13: 1496833120

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Recipient of the 2021 Honorary Mention for the Haiti Book Prize from the Haitian Studies Association In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.


A Casual Revolution

A Casual Revolution

Author: Jesper Juul

Publisher: MIT Press

Published: 2012-02-10

Total Pages: 261

ISBN-13: 0262285800

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.