Featuring nerdy recipes for both alcoholic and non-alcoholic beverages, The Geeky Chef Drinks is your chance to sip your way through your favorite sci-fi and fantasy worlds—Game of Thrones, Legend of Zelda, Star Trek, and more. Author Cassandra Reeder has created authentic real-life drinks and cocktails inspired by your favorite fantasy drinks. So, if you’ve found yourself craving Shimmerwine from Firefly, Black Frost Beer from Buffythe Vampire Slayer, Swanky Panky from Bob’s Burgers, or Butterbeer from Harry Potter, you’re about to quench your thirst in a galaxy far, far away. Featuring more than 60 original cocktail recipes, you’ll also learn edgy cocktail tricks, such as creating a “shimmer effect” in your liquor, giving a sparkle rim to your glass, and adding fire or mist to a cocktail, along with concocting simple syrups and ice-cube effects. Easy step-by-step instructions and fun-themed photos make these creative recipes perfect for your next party, season premiere get-together, or your standing reservation for a party of one. And for all you designated drivers, don’t despair: The Geeky Chef has plenty of imaginative tricks for making these yummy drinks alcohol-free. Whether you’re thirsting for adventure or just need your mana restored, The Geeky Chef Bartender has you covered!
You’ve watched the TV shows and movies, played the video games, and read the books. Now it’s time to level-up your geek factor…into the kitchen. From Game of Thrones, The Hunger Games, and Star Trek to Doctor Who, The Legend of Zelda, and World of Warcraft, The Geeky Chef compiles over 60 delectable, ethereal, and just plain odd—yet oddly delicious—recipes that you can re-create right in your own home. This smaller hardcover version of the original book has a new, fresh, modern design and includes 10 additional recipes from The Geeky Chef Strikes Back, making it the perfect gift for the geek in your life. A self-proclaimed nerd with a fondness for cooking, author Cassandra Reeder, creator of The Geeky Chef blog, has thoroughly researched every dish to make the final product look and taste as close to the source material as possible. With easy-to-follow step-by-step instructions and fun themed photos, these simple recipes will soon have you unlocking achievements in the kitchen, no matter if you’re cooking for yourself, a friend, or even a viewing party. So if you’ve ever found yourself thirsting for Lon Lon Milk, drooling over Pumpkin Pasties, or being a tad bit curious about Cram, this cookbook is for you. Fantasy foods are fantasy no longer!
Dine like the kings, queens, knights, and guardians of the seven kingdoms with the first official cookbook to combine Game of Thrones and House of the Dragon. The Westeros Cookbook enables you to recreate the mouthwatering meals enjoyed by your favorite characters in the iconic TV shows, with regionally themed chapters such as “The Crownlands” and “The Westerlands & The Iron Islands.” RENOWNED RECIPE DEVELOPERS: Super-fans Joanne Bourne and “Geeky Chef” Cassandra Reeder brings their passion and knowledge to transform the fictional dishes of the seven kingdoms—and beyond—into an authentic reality. MADE FOR FANS AND SUPER-FANS: If you love Game of Thrones and House of the Dragon, you’ll relish the easy-to-follow instructions and beautifully styled original photography of this definitive and official Westeros dining guide. DELICIOUS, WITH AN IMMERSIVE IN-WORLD FEEL: Whether you’re making a hearty banquet for soldiers and swordsmen, or preparing a rustic breakfast for servants, farmers, and country folk, this atmospheric and full-bodied selection of recipes will excite and delight.
This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.
Craft the galaxy’s finest drinks with the first official cocktail book inspired by the award-winning Mass Effect game series. Toast to the crew of the Normandy and serve up canon-official cocktails from the Afterlife Club, the Dark Star Lounge, Chora’s Den, and beyond -- right at your table. A cosmic compendium of recipes that combine accessible mixology with stunning images, this book will take you to the epic edges of the Mass Effect universe. With drinks honoring Shepard, Garrus, Wrex, Tali, and more, The Official Mass Effect Cocktail Book includes step-by-step instructions, tips on how to take any beverage to the next level, and beautiful full-color photography. As lively and explorative as the Mass Effect universe, this book is an essential addition to every fan’s collection. 70+ RECIPES: From refreshing cocktails for the crew to sophisticated after-dinner sips, learn to make specialty drinks for any occasion from across the entire Mass Effect series. IMMERSIVE COCKTAIL EXPERIENCE: Rejoin iconic characters on favorite missions from the franchise, with drinks that bring the game’s exciting nightlife to your home. It’s Mass Effect like never before. COMPREHENSIVE CODEX ENTRIES: Mixology is made easy with clear instructions and helpful background information for your brews. HELPFUL SUBSTITUTES: Stir up delicious drinks for gamers of all ages and tastes, with suggestions for non-alcoholic substitutes and alternatives. OFFICIAL BIOWARE BOOK: Created in partnership with BioWare, Mass Effect: The Official Cocktail Book is a trove of lore for die-hard fans and newcomers alike.
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.