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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
Enter the expansive world of The Elder Scrolls Online and discover how to survive the wilds of Tamriel! Based on the award-winning Elder Scrolls Online, The Elder Scrolls Online: The Official Survival Guide to Tamriel is the ultimate guide to surviving the harsh and stunning landscape of Tamriel. This deluxe volume features incredible tips, tricks, and information to not only help you make your way through Tamriel, but provide solid advice in the real world as well. · Everything you need to know. Tamriel is a harsh world, with many, many dangers. Find the tips and tricks you need to survive the perilous encounters there...and in the real world. · Don’t cut your adventuring life short! Learn how to dress a wound, how to survive encounters with wildlife, and even how best to pack for the adventuring life. · A stunning addition to your collection. Featuring exclusive artwork and packed full of lore, this premium hardcover book is a must have for every Elder Scrolls fan.
What does it really mean for students to be college and career ready? In this new edition of Teaching Students to Dig Deeper, Ben Johnson identifies the ten attributes students need for success, according to key research, the College Board, the ACT, and rigorous state standards. In order to thrive beyond high school, students must become... • Analytical thinkers • Critical thinkers • Problem solvers • Inquisitive • Opportunistic • Flexible • Open-minded • Teachable • Risk takers • Expressive But how? Johnson offers the answers, providing practical strategies and techniques for making the ten attributes come alive in the classroom, no matter what grade level or subject area you teach. With the book’s strategies and tools, you will be inspired, armed, and ready to help all of your students think on a deeper level and expand their learning.
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.
Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles
A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.
Learn Facebook, Twitter, Instagram, LinkedIn, Pinterest, Skype, and More! My Social Media for Seniors helps you learn what social media is all about, and how to use it to connect with friends, families, and more. The full-color book provides a general overview of what social media is and what it does, then offers step-by-step instruction on how to use the most popular social media-- Facebook, LinkedIn, Pinterest, and Twitter. It also covers other social media, including online message boards and group video chat services such as Skype and Google Hangouts. In addition, the book offers strategies for using social media to find old friends and colleagues, as well as how to use social media safely and securely. Here are a few things you will learn: What Social Media is and why we use it What to share and what not to share on Social Media Using Social Media safely and privately Comparing the most popular Social Media Keeping in touch with friends and family on Facebook Sharing pictures and videos on Facebook Discovering interesting groups on Facebook Configuring Facebook's privacy settings Pinning and repinning on Pinterest Finding other users and boards to follow on Pinterest Fine-tuning your professional profile on LinkedIn Connecting with people and businesses on LinkedIn Tweeting and retweeting on Twitter Sharing photos with instagram Getting social on special interest message boards Playing social games Getting social with video chats Using Social Media to find old friends Using Social Media on your smartphone or tablet Exploring other social media
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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.