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A man accused of burglary seems innocent . . . but in this #1 New York Times bestseller, two ex-Secret Service agents quickly learn that nothing is more dangerous than the truth. A woman is found murdered in the woods. It seems like a simple case but it soon escalates into a terrible nightmare. Someone is replicating the killing styles of the most infamous murderers of all time. No one knows this criminal's motives...or who will die next. Two ex-Secret Service agents, Sean King and Michelle Maxwell, have been hired to defend a man's innocence in a burglary involving an aristocratic family. Then a series of secrets leads the partners right into the frantic hunt that is confounding even the FBI. Now King and Maxwell are playing the Hour Game, uncovering one horrifying revelation after another and putting their lives in danger. For the closer they get to the truth, the closer they get to the most shocking surprise of all.
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.
TheSecond Edition of Practical Applications in Sports Nutrition provides students and practitioners with the latest sports nutrition information and dietary practices so they can assist athletes and fitness enthusiasts in achieving their personal performance goals. This guide not only provides the most current sports nutrition guidelines and research but also includes the tools and guidance necessary to most appropriately apply the information in the real world. In addition, this text demonstrates effective ways to communicate sports nutrition messages to athletes and how to motivate individuals to make permanent behavior change.
It's the simple things that derail team progress - poor communication, turf issues, conflicting priorities, and mistrust. Play to Your Strengths Games helps you tackle these issues directly and accelerate results. Easy, interactive games help individuals get to know each other, discover their talents, and work as a team. Four distinctive card decks empower participants to talk openly, give candid feedback, and make shared decisions. Every game you play strengthens teamwork, trust, and communication. Whether you are launching a new team or developing an existing one, Play to Your Strengths Games will transform your team into a powerhouse of performance. Plus, you'll have fun every time you play. Faith Ralston does a fantastic job of helping leaders and employees play to their strengths. She has tremendous knowledge of people and what it takes to make the most of their talents and competencies. Susan Zimmerman, Mindful Asset Planning
Book 1 in a series of 20 books about life on a farm and although you would think the farm life was boring a lot more goes on in the mind then one might usually recognize
This history of America's pastime describes the evolution of baseball from early bat and ball games to its growth and acceptance in different regions of the country. Such New York clubs as the Atlantics, Excelsiors and Mutuals are a primary focus, serving as examples of how the sport became more sophisticated and popular. The author compares theories about many of baseball's "inventors," exploring the often fascinating stories of several of baseball's oldest founding myths. The impact of the Civil War on the sport is discussed and baseball's unsteady path to becoming America's national game is analyzed at length.