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In telling the story of his youth through seven computer games, critically acclaimed author Michael W. Clune (White Out) captures the part of childhood we live alone. You have been awakened. Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people." Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.
He didn't know he was playing.Zack was just living his life.It was really a game.When he started to ask questions, everything changed. Zack wasn't supposed to figure it out. He could ruin everything.Zack was disoriented when he woke up. They had welcomed him back. He didn't know where he'd been. He just remembered being 74 and near death.They said he was seventeen.What was this "best score" they kept going on about?Where was this place?Who were these people?And why did they keep talking about the next game?You'll love the first book in the series and get lost in the elaborate world created by Terry Schott. It will keep you turning pages until the end.Get book 1 now.
Growing up, all we had to do was our chores and do good in school, and half of us couldn't do that. Our parents kept things from us because it wasn't for us. Later on in my life, as we became teens, our parents shared current events. One day, my dad said he was going to write a book; this book was called It's a Mind Game: the Man within the Man by Sampson Brown Jr. I connected and started reading it, and before I knew it, I was relating to some parts of the book that was inspired by the power of positive thinking and the million-dollar secret hiding in your mind books. My book will teach you how to recognize and live the mind game if you want to see goodness. They need to make the change from negative to positive, and you don't have to change the government, just yourself. I dedicate this book to my children, grands, family, and friends.
Now the world's most celebrated book and guide on how to WIN the game of life through positive attitudes and affirmations is refined for women, giving them the opportunity to cultivate success and bond closely with Florence Scovel Shinn's everlasting wisdom like never before.
"The Invention Game" delves into the heart of its thesis: how conceptual fictions can forge alternative realities. It provocatively suggests that societal norms, laws, and even morality are constructs formed by influential ideas. What if pivotal notions had been different? What if a seemingly insignificant change in perspective had reshaped the course of history? As characters grapple with the consequences of their choices, readers are challenged to consider the profound implications of their own beliefs. How have the great inventions of history shaped their lives? How do the ideas they hold dear dictate the world they live in?
"Videogames are a powerful storytelling medium-but what are the stories we tell about videogames, with videogames, around videogames? What can we learn from novels that describe the struggles of young people trapped in virtual reality, from fanfiction that explores the private life of a popular Nintendo character, or from a poem that compares Pac-Man to Saint Augustine? An extensive body of scholarship explores the ways videogames create worlds, construct characters, and tell emotionally compelling narratives. But very little research has focused on representation of videogames, videogame players, and videogame culture in literary texts, whether traditional genres like novels, short stories, memoirs, and poems, or non-traditional and emergent forms like fanfiction, how-to-guides, hip-hop lyrics, or young-adult fiction. Ready Reader One is designed to fill that gap. The texts that this book's contributors engage are interesting in their own right. Thomas Pynchon's deployment of the tropes of retrogaming in Bleeding Edge evinces a fascinating inflection of his "paranoid style." Hanna Faith Notess's integration of videogame mechanics into her poetry enables a fascinating and poignant relationship of melancholy, memory objects, and the lyric form. The exploration of videogame addiction in memoirs challenges stereotypes and suggests different ways to understand the entanglement of desire and pleasure in the twenty-first century. The stories of virtual reality in the novels of Ernest Cline, Lauren Beuke, and Liu Cixin map the ways videogames are transforming our bodies, families, and friendships. Beyond their intrinsic value as works of literature, videogame literature provides meaningful perspectives on what videogames are and what they might be. Contributors to this collection demonstrate that videogame literature sheds light on how space, time, and identity are being reshaped by videogames; helps us detect emergent forms of play, media, algorithmic systems, surveillance culture, and social media; and increases our understanding of the larger stories that surround videogames and those who play them"--
Dr Myhill, ably supported by Craig Robinson, writes: `It is generally believed that infection is a killer of the past. Wrong - research now shows that our big killers, from cancers and coronaries to dementia and diabetes are largely infection-driven. Indeed, it is difficult to find a pathology that does not have an infectious associate. Cheap and effective defences are within the grasp of all of us. We have all the weapons we need to win the arms race. Our new book provides the intellectual imperatives and practical know-how to conquer the established, prevent the potential and postpone the inevitable. Just do it!' The Infection Game shows us how we can maximise our defences and martial our weapons so that we are ready to defeat the infectious organisms we encounter every day and in epidemic situations.
Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming—which eventually led to the release of Sony's Move and Microsoft's Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.
Most people consider life a battle, but it is not a battle, it is a game. It is a game, however, which cannot be played successfully without the knowledge of spiritual law, and the Old and the New Testaments give the rules of the game with wonderful clearness. Jesus the Christ taught that it was a great game of Giving and Receiving. If we give hate, we will receive hate; if we give love, we will receive love; if we give criticism, we will receive criticism; if we lie we will be lied to; if we cheat we will be cheated. We are taught also, that the imaging faculty plays a leading part in the game of life. Keep thy heart (or imagination) with all diligence, for out of it are the issues of life." (Prov. 4:23.)
Do you feel stuck in the waiting room of life-restless, anxious, or ready to give up? Frustrated watching other people's dreams come true while you wait for your own name to be called? Let's face it, waiting sucks. Although we may all be waiting for something different, the waiting game still feels the same. Feelings like disappointment, discouragement, and anxiety chip away at happiness and our confidence in God. In The Game of Life, Dacia James Lewis tackles the taboo subject of waiting by taking us through her wait journey. Her humorous, quick-witted, yet candid take on her authentic life experience will give you the tools to lift every weight you may be carrying while pushing through a waiting season. This ain't your average self-help book. This is a help-your-self book. And by help-your-self, you will help yourself to the endless, bountiful promises of God available to you if you can push through the wait and enter into His presence. Feeling weighty? Well, it's time to release the weight of the wait. Get your copy today by clicking the "Buy Now" button right now!