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This book examines a source of much mystery and consternation to your average role-player, The Female Gamer and the female of the species in general. The only culture present here should be examined under a slide and given a long Latin name before being exterminated with penicillin. None of this should be taken as offensive, though it probably will be. If you cannot see that we are also taking the Mickey out of male gamers as much, if not more, than gamers of the female persuasion then you need a humour transplant and a kick up your pert, well rounded, tightly chain mail clad arse. Please accept that most gamers do not have issues with women - they have a subscription, a complete collection from issue one and fancy binders to keep them in. Female gamers are a completely unknown quantity to the vast and overwhelming majority of gamers, though matters have been ever so slowly changing in that regard. As these creatures become more populous in the gaming fraternity it behooves the male gamer to at least make an attempt understand this creature and to make preparations for their increasing invasion. It would not do to be caught unawares by any new creature or trap and every adventurer's motto should be 'Be prepared', rather than 'Experience points! Chaaaaaarge!'
Like Gail Carson Levine's books, Merrie Haskell's middle grade fantasy adventure Handbook for Dragon Slayers mixes magic, mythical creatures, thrilling action, and a wonderful cast of characters. Political upheaval sends Princess Tilda fleeing from her kingdom in the company of two hopeful dragon slayers. The princess never had any interest in chasing dragons. The pain from her crippled foot was too great, and her dream was to write a book. But the princess finds herself making friends with magical horses, facing the Wild Hunt, and pointing a sword at fire-breathing dragons. While doing things she never imagined, Tilda finds qualities in herself she never knew she possessed. Handbook for Dragon Slayers is a deeply satisfying coming-of-age tale wrapped in a magical adventure story.
From NBC’s TODAY coanchor Savannah Guthrie and educator Allison Oppenheim comes an empowering fairy tale with a twist. In the tradition of Not All Princesses Dress in Pink and Princess in Black, Princesses Wear Pants follows the unflappable Princess Penelope Pineapple, who knows how to get the job done while staying true to herself. Princess Penelope lives in a beautiful palace with a closet full of beautiful dresses. But being a princess is much, much more than beauty. In fact, every morning Princess Penelope runs right past her frilly dresses to choose from her beloved collection of pants! What she wears each day depends on which job she has to do. Will she command the royal air force sporting her sequined flight suit? Will she find her zen in her yoga pants and favorite tee? Or, will she work in the kingdom’s vegetable garden with pocketed overalls for all of her tools? Unfortunately for Princess Penelope, not everyone in the Pineapple Kingdom thinks pants are always appropriate princess attire. When the grand Lady Busyboots demands that Princess Penelope must wear a gown to the annual Pineapple Ball, the young royal finds a clever way to express herself. Penelope’s courage (and style choices) result in her saving the day! In their debut children’s picture book, Savannah Guthrie and Allison Oppenheim team up for a savvy and imaginative story that celebrates fashion and girl power. Perfect for fans of Nickelodeon’s Nella the Princess Knight, Princesses Wear Pants challenges gender stereotypes in the name of individuality, showing girls it’s not how they look but what they do that matters.
An empowering book that encourages girls everywhere to love their bodies for what they can do, not for how they look.
This year issue contains several articles about major eSport topics in 2013 and 2014. André Fagundes Pase and Heelary Schultz wrote about Brazil. Matt Demers wrote a detailed story about commentators. Dominik Härig and Tilo Franke chose topics about marketing and marketisation in eSports. The eSports Yearbook is a collection of articles about eSports.
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.
Learning that Snow White's stepmother has gone missing and that her father wants the princess to marry one of several hopeful prince suitors, Annie discovers that she is being followed by malevolent crows. By the author of the Tales of the Frog Princess series.
A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.