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Maxi joins Buckler Ocean Swimming Club to have a bit of fun with his mates. But then a big prize for the Junior Ocean Challenge is announced. The winner will get money for their club and a day with legendary lifeguard Mick Hawk! Maxi would do anything to win. Especially as it might help save Buckler. Will his hard work and determination pay off, or will Maxi's arch-enemy ruin his chances?
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
The beloved debut novel about an affluent Indian family forever changed by one fateful day in 1969, from the author of The Ministry of Utmost Happiness NEW YORK TIMES BESTSELLER • MAN BOOKER PRIZE WINNER Compared favorably to the works of Faulkner and Dickens, Arundhati Roy’s modern classic is equal parts powerful family saga, forbidden love story, and piercing political drama. The seven-year-old twins Estha and Rahel see their world shaken irrevocably by the arrival of their beautiful young cousin, Sophie. It is an event that will lead to an illicit liaison and tragedies accidental and intentional, exposing “big things [that] lurk unsaid” in a country drifting dangerously toward unrest. Lush, lyrical, and unnerving, The God of Small Things is an award-winning landmark that started for its author an esteemed career of fiction and political commentary that continues unabated.
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
The magazine that helps career moms balance their personal and professional lives.
In this remarkable debut novel, a boy’s bittersweet passage to maturity and sexual awakening is set against escalating political tensions in Sri Lanka, during the seven years leading up to the 1983 riots. Arjie Chelvaratnam is a Tamil boy growing up in an extended family in Colombo. It is through his eyes that the story unfolds and we meet a delightful, sometimes eccentric cast of characters. Arjie’s journey from the luminous simplicity of childhood days into the more intricately shaded world of adults – with its secrets, its injustices, and its capacity for violence – is a memorable one, as time and time again the true longings of the human heart are held against the way things are.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.