A must-play checklist and guidebook for the top 101 video games every kid should experience, including trivia and tips, behind-the-scenes tidbits, and ratings. Full color. 5 15/16 x 8 5/16.
"A resource that can help children understand and deal with problems that arise in daily interactions with other children and adults. These games help children develop social and emotional skills and enhance self-awareness"--Provided by publisher.
Play to Grow: Over 200 games designed to help your special child develop fundamental social skills, is an incredibly rich manual for parents and professionals to help promote meaningful social interaction for children with autism or other developmental delays. The games are divided according to five stages of development and each game addresses a very specific goal within each stage. All of the games are tried-and-true, kid and parent tested, and are designed to inspire any child with common motivators, such as; humor, anticipation, music and physical stimulation. Many games also have tips and variations so it can be adapted for children with different interests. Play to Grow! is not only a list of games, it is also a guide for parents and professionals on how to execute the games effectively. The book outlines the eight essential elements (both relating to attitude and technique) that contribute to successful playing. It also includes the "ideal recipe" in making up new games so that parents and professionals can use this book as a springboard to invent games of their own. Every detail is taken into consideration to help make play most successful, including how to help kids who are easily distracted stay focused in your game. The authors write, "Above all else, make your play fun. Use your play to create a deep and meaningful connection with your child, because ultimately, there is no skill more important than your child's desire and ability to connect with another person. Achieving this close connection will open many doors, and it is from this desire that all other skills will grow.
No matter how much of a sexpert you may be, things in the bedroom can always benefit from a little extra spice. This collection of titillating treats, from frisky foreplay teasers to downright dirty duvet dalliances, has something for every sexual occasion, and should get you hot under the collar and ready for some stripped-down bedroom action. So get your sexiest underwear on and prepare to take it off not long after, ’cause it’s time to play!
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
The adviser to Senator Hillary Clinton, Bill Gates, and President Bill Clinton proves that small is big by identifying 75 hidden-in-plain-sight trends that are moving America, revealing that the nation is no longer a melting pot but a collection of communities with many individual tastes and lifestyles. "The ideas in his book will help you see the world in a new way." —Bill Clinton "Mark Penn has a keen mind and a fascinating sense of what makes America tick, and you see it on every page of Microtrends." —Bill Gates In 1982, readers discovered Megatrends. In 2000, The Tipping Point entered the lexicon. Now, in Microtrends, one of the most respected and sought-after analysts in the world articulates a new way of understanding how we live. Mark Penn, the man who identified "Soccer Moms" as a crucial constituency in President Clinton's 1996 reelection campaign, is known for his ability to detect relatively small patterns of behavior in our culture-microtrends that are wielding great influence on business, politics, and our personal lives. Only one percent of the public, or three million people, is enough to launch a business or social movement. Relying on some of the best data available, Penn identifies more than 70 microtrends in religion, leisure, politics, and family life that are changing the way we live. Among them: People are retiring but continuing to work. Teens are turning to knitting. Geeks are becoming the most sociable people around. Women are driving technology. Dads are older than ever and spending more time with their kids than in the past. You have to look at and interpret data to know what's going on, and that conventional wisdom is almost always wrong and outdated. The nation is no longer a melting pot. We are a collection of communities with many individual tastes and lifestyles. Those who recognize these emerging groups will prosper. Penn shows readers how to identify the microtrends that can transform a business enterprise, tip an election, spark a movement, or change your life. In today's world, small groups can have the biggest impact.
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.