- Lined - Size: 6 x 9" - Notebook - Journal - Planner - Dairy - 110 Pages - Classic White Lined Paper - For Writing, Sketching, Journals and Hand Lettering - Great and inexpensive Birthday, Christmas or Anniversary Gift Idea - Perfect for both travel and fitting right on your bedside table
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
A New York Times bestseller 'A sensation ... a rollicking tale well told' - The Times At the heart of Born to Run lies a mysterious tribe of Mexican Indians, the Tarahumara, who live quietly in canyons and are reputed to be the best distance runners in the world; in 1993, one of them, aged 57, came first in a prestigious 100-mile race wearing a toga and sandals. A small group of the world's top ultra-runners (and the awe-inspiring author) make the treacherous journey into the canyons to try to learn the tribe's secrets and then take them on over a course 50 miles long. With incredible energy and smart observation, McDougall tells this story while asking what the secrets are to being an incredible runner. Travelling to labs at Harvard, Nike, and elsewhere, he comes across an incredible cast of characters, including the woman who recently broke the world record for 100 miles and for her encore ran a 2:50 marathon in a bikini, pausing to down a beer at the 20 mile mark.
The Improv Handbook is the most comprehensive, smart, helpful and inspiring guide to improv available today. Applicable to comedians, actors, public speakers and anyone who needs to think on their toes, it features a range of games, interviews, descriptions and exercises that illuminate and illustrate the exciting world of improvised performance. First published in 2008, this second edition features a new foreword by comedian Mike McShane, as well as new exercises on endings, managing blind offers and master-servant games, plus new and expanded interviews with Keith Johnstone, Neil Mullarkey, Jeffrey Sweet and Paul Rogan. The Improv Handbook is a one-stop guide to the exciting world of improvisation. Whether you're a beginner, an expert, or would just love to try it if you weren't too scared, The Improv Handbook will guide you every step of the way.
The Fairyland Series (Books 1-3): The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making, The Girl Who Fell Beneath Faiyland and Led the Revels There, and The Girl Who Soared Over Fairyland and Cut the Moon in Two "One of the most extraordinary works of fantasy, for adults or children, published so far this century"—Time magazine, on the Fairyland series Twelve-year-old September lives in Omaha, and used to have an ordinary life, until her father went to war and her mother went to work. One day, September is met at her kitchen window by a Green Wind (taking the form of a gentleman in a green jacket) who invites her on an adventure, implying that her help is needed in Fairyland. . . . Perfect for fans new to the series, the first three books of Catherynne M. Valente's Fairyland Series are available together in this bundle. The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making: Upon arriving in Fairyland, September learns the new Marquess is unpredictable and fickle, and also not much older than she is. Only September can retrieve a talisman the Marquess wants from the enchanted woods, and if she doesn't . . . then the Marquess will make life impossible for the inhabitants of Fairyland. The Girl Who Fell Beneath Fairyland and Led the Revels There: September has longed to return to Fairyland after her first adventure there. And when she finally does, she learns that its inhabitants have been losing their shadows—and their magic—to the world of Fairyland Below. This underworld has a new ruler: Halloween, the Hollow Queen, who is September's shadow. And Halloween does not intend to give Fairyland's shadows back. The Girl Who Soared Over Fairyland and Cut the Moon in Two: September misses Fairyland and her friends Ell, the Wyverary, and the boy Saturday. She longs to leave the routines of home and embark on a new adventure. Little does she know that this time, she will be spirited away to the moon, reunited with her friends, and find herself faced with saving Fairyland from a Moon-Yeti with great and mysterious powers.
A portrait based on personal stories by friends and family members traces the late comedian's passionate dedication to bringing laughter into the lives of others, his successes on SNL and in numerous top films, and the incapacity for moderation that led to his fatal battle with drugs and alcohol.
A research-based vocabulary textbook that gives intermediate to high-intermediate students hands-on preparation for understanding mid-frequency vocabulary, such as that found in novels, newspapers, films and social and workplace settings.
This timely revision will feature the latest Internet issues and provide an updated comprehensive look at social and ethical issues in computing from a computer science perspective.