Just Gaming

Just Gaming

Author: Jean François Lyotard

Publisher: Manchester University Press

Published: 1985

Total Pages: 148

ISBN-13: 9780719014741

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But It's Just a Game

But It's Just a Game

Author: Julia Cook

Publisher: National Center for Youth Issues

Published: 2013-09-10

Total Pages: 33

ISBN-13: 1937870936

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"But Mom, it's just a game." Meet Jasper! A young boy who is totally absorbed with playing video games... "With my game controller in my hands, I'm the boss of my whole world! I can be who I want and do as I please. I can get the highest score. I get all the chances that I need. If I make a mistake it's ok. Everyone thinks I'm 'it on a stick!' And the bad stuff all goes away." Video game addiction is on the rise, but it can be prevented. This creative story book teaches both kids and adults how to switch out their game controller for a "life controller." Video gaming is becoming a part of our culture, and we must be strategic in creating a healthy gaming balance.


Trapped in a Video Game

Trapped in a Video Game

Author: Dustin Brady

Publisher: Andrews McMeel Publishing

Published: 2018-04-10

Total Pages: 132

ISBN-13: 1449496261

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Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!


Gaming the Stage

Gaming the Stage

Author: Gina Bloom

Publisher: University of Michigan Press

Published: 2018-07-10

Total Pages: 305

ISBN-13: 0472053817

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Illuminates the fascinating, intertwined histories of games and the Early Modern theater


Playing to Win

Playing to Win

Author: David Sirlin

Publisher: Lulu.com

Published: 2006-04-01

Total Pages: 144

ISBN-13: 1411666798

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Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.


Game Addiction

Game Addiction

Author: Neils Clark

Publisher: McFarland

Published: 2009-06-08

Total Pages: 212

ISBN-13: 0786453494

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An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.


Gaming the System

Gaming the System

Author: David J. Gunkel

Publisher: Indiana University Press

Published: 2018-05-09

Total Pages: 216

ISBN-13: 0253035732

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1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.


The Mindbody Prescription

The Mindbody Prescription

Author: John E. Sarno

Publisher:

Published: 2014-07-02

Total Pages: 126

ISBN-13: 9780446590457

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For pain sufferers everywhere, bestselling author Dr. John E. Sarno brings important new information about when, where, and how emotional factors affect physical well-being, and how this process can be reversed.


The Illicit Joyce of Postmodernism

The Illicit Joyce of Postmodernism

Author: Kevin J. H. Dettmar

Publisher: Univ of Wisconsin Press

Published: 1996

Total Pages: 300

ISBN-13: 9780299150648

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For nearly three quarters of a century, the modernist way of reading has been the only way of reading Joyce - useful, yes, and powerful but, like all frameworks, limited. This book takes a leap across those limits into postmodernism, where the pleasures and possibilities of an unsuspected Joyce are yet to be found. Kevin J. H. Dettmar begins by articulating a stylistics of postmodernism drawn from the key texts of Roland Barthes, Mikhail Bakhtin, and Jean-Francois Lyotard. Read within this framework, Dubliners emerges from behind its modernist facade as the earliest product of Joyce's proto-post-modernist sensibility. Dettmar exposes these stories as tales of mystery, not mastery, despite the modernist earmarks of plentiful symbols, allusions, and epiphanies. Ulysses, too, has been inadequately served by modernist critics. Where they have emphasized the work's ingenious Homeric structure, Dettmar focuses instead upon its seams, those points at which the narrative willfully, joyfully overflows its self-imposed bounds. Finally, he reads A Portrait of the Artist and Finnegans Wake as less playful, less daring texts - the first constrained by the precious, would be poet at its center, the last marking a surprising retreat from the constantly evolving, vertiginous experience of Ulysses.


Gaming Sexism

Gaming Sexism

Author: Amanda C. Cote

Publisher: NYU Press

Published: 2020-09-01

Total Pages: 274

ISBN-13: 1479802204

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Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.