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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Have you ever wondered why some video game characters wear trousers and others don’t? Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek? When it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt? In Things I Learned from Mario’s Butt, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? When he dies, is Pac-Man eaten by his own caboose? Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer.
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Originally published: New York: Viking, 2015.
If you have never played cards before, this book is the ideal introduction. Or if you have a basic idea of the rules of some games, it will help you extend your existing knowledge and add new games to your repertoire. You will learn all the basic rules, understand the reasons why players play certain cards, discover the winning strategies and always be able to play the right card at the right time. The book covers all the most popular card games, including: Whist, Solo, Napoleon, Clobbiosh, Belot, Black Maria, Piquet, Five Hundred, Poker, Brag, Cassino, Rummy, Kaluki, Gin Rummy, Canasta, Cribbage and Pontoon.
'Welsh is at the top of his game' The Face 'His most readable and memorable novel since Trainspotting' Independent on Sunday Glue is the story of four boys growing up in the Edinburgh schemes, and about the loyalties, the experiences and the secrets that hold them together into their thirties. As we follow their lives from the 70s into the new century - from punk to techno, from speed to Es - we can see each of them trying to struggle out from under the weight of the conditioning of class and culture, peer pressure and their parents' hopes that maybe their sons will do better than they did. What binds the four of them is the friendship formed by the scheme, their school, and their ambition to escape from both; their loyalty fused in street morality: back up your mates, don't hit women and, most importantly, never grass - on anyone. 'His most complete and engaging work to date... arguably, his best book' TLS 'A coming-of-age story carved out with a broken bottle' Elle
Today, we don't get nearly enough play in our lives. At school, kids are drilled on exams, while at home we're all glued to our phones and screens. Former children's laureate and bestselling author, Michael Rosen, is here to show us how to put this right - and why it matters so much for creativity, resilience and much more. Packed with silliness, activities and prompts for creative indoor and outdoor play for all ages - with specially illustrated pages for everything from doodling to word play and after-dinner games.
NOW YOU'RE PLAYING WITH POWER! THE REAL NINTENDO CHAMPION WITH BE CROWNED. LET'S PLAY MONEY MAKING GAME. $100,000. IT'S A SECRET TO EVERYBODY. TELL ANYONE, AND GAME OVER. Dean Francis, 15-year-old Nintendo prodigy, receives the opportunity of a lifetime: To play in a mysterious tournament to win $100,000. He'll have to use all of his gaming knowledge to solve clues leading to the details of the competition. Meanwhile, James Michaels, rich entrepreneur, and Shozoku Ito, messenger for a wealthy Japanese investor, are the creators of the competition, which is actually a wager to determine whether American or Japanese Nintendo players are superior. Not everyone is determined to play fair. Who will win the Money Making Game and $100,000... and what will be the cost for the losers-and the winners?
How did we go from peach baskets to breakaway rims? From underhand lobs to 100-mph fastballs? The history of sports is full of hard-won victories, but they weren't all about being the fastest or scoring the most points. Lavishly illustrated, They Changed the Game tells 50 stories of pioneering players, obscure rules, and defining moments that have shaped the games we love. Spanning sports of all kinds, from football and tennis to speed skating and the Paralympic Games, this book celebrates how our most beloved pastimes evolved--and commemorates the trailblazers who made it all happen. Told through the artwork of talented artists from all over the world, this is a vibrant and stylish celebration of creativity both on and off the field. Winner of the National Indie Excellence Award for Best Sports Book, the Next Generation Indie Book Award for Best Illustration, and the Independent Publisher Book Awards Gold Medal.