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Well Played 1.0: Video Games, Value and Meaning

Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal...

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Situational Game Design

Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step t...

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Perspectives on the U.S.-Mexico Soccer Rivalry

This edited volume considers the U.S.-Mexico soccer rivalry, which occurs against a complex geo-political, social, and economic backdrop. Multidisciplinary contributions explore how a long and complicated history between these countries has produced a unique rivalry―one in which loyalties split friends and family; fan turnout in many regions of the U.S. favors Mexico; and games are imbued with both national pride and politics. The th...

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Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs bl...

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Every Game Is an Island

Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of gr...

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The Complete Idiot's Guide to Chess Openings

It?s your move... The Complete Idiot?s Guide® to Chess Openings provides all readers need to know to solidify their opening game and get on the road to victory. In it, the authors provide a step-by-step walk-through of 100 of the most effective opening moves. Each opening strategy is clearly and succinctly explained, with numerous illustrations that bolster the reader?s understanding. ?Step-by-step advice and strategies, as well as h...

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Learning and Education Games

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to suppo...

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An Attacking Repertoire for White

Players who want to go on the attack will find here a complete, aggressive repertoire based on 1e4. Fifty-one model games-all recent and never before annotated in chess literature-form the guide's core, and show how to handle the broad range of attacking positions arising from the recommended lines. With the underlying theory so clearly explained, chess mavens will understand exactly why to place the pieces on certain squares in the ...