Don't Talk to Me I'm Gaming

Don't Talk to Me I'm Gaming
Author: Quirky Journals
Publisher:
Total Pages: 126
Release: 2019-12-23
Genre:
ISBN: 9781679699672

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Do you know someone who loves to play video games? This would make a fantastic gift for family, friend or coworker

Do Not Talk to Me I'm Gaming

Do Not Talk to Me I'm Gaming
Author: Benzarts
Publisher:
Total Pages: 112
Release: 2019-12-06
Genre:
ISBN: 9781672068130

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This funny video game saying do not disturb gamer retro vintage distressed design for gaming lovers, this is perfect for birthday gift clothing ideas for gamers birthday party.Awesome gift for the boy or girl birthday love gaming and the playing video games. Buy As A Great Christmas Gift for gamers.NOTEBOOK DETAILS: -6 x 9 inches size.-110 pages.-Blank lined journal for writing.Do you need to buy in larger quantities and want more cute cover options for boys and girls?Simply search the author name for many more affordable notebook choices for your classroom or personal use.

Everything Bad is Good for You

Everything Bad is Good for You
Author: Steven Johnson
Publisher: Penguin
Total Pages: 272
Release: 2006-05-02
Genre: Social Science
ISBN: 1101158018

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From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

The Psychology of Video Games

The Psychology of Video Games
Author: Celia Hodent
Publisher: Routledge
Total Pages: 105
Release: 2020-10-07
Genre: Psychology
ISBN: 1000194760

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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Play like a Feminist.

Play like a Feminist.
Author: Shira Chess
Publisher: MIT Press
Total Pages: 182
Release: 2020-08-18
Genre: Games & Activities
ISBN: 0262360446

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An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

Games

Games
Author: C. Thi Nguyen
Publisher: Oxford University Press, USA
Total Pages: 253
Release: 2020
Genre: Games & Activities
ISBN: 0190052082

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"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

The Ghost Host: Episode 1

The Ghost Host: Episode 1
Author: DelSheree Gladden
Publisher: DelSheree Gladden
Total Pages: 249
Release: 2023-12-27
Genre: Fiction
ISBN:

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Everyone thinks Echo Simmons is crazy, but being The Ghost Host isn’t just a YouTube hoax like people think. It’s the only way to control the ghosts haunting her…at least until the FBI shows up asking questions. The first eighteen years of Echo Simmons’ life have been less than ideal. On more than one occasion her parents have considered committing her. They don’t believe she sees ghosts or that they harass her on a daily basis. So when a rogue ghost begins tormenting her, they’re the last people she’s going to tell. Her best friends Holden and Zara are doing their best to help, but ghost attacks are only the beginning of Echo’s problems. Handling the ghosts by giving them a voice on YouTube through her webshow has been her saving grace—even if her parents think it’s all a hoax—but that gets a little complicated when the ghost of Madeline Crew reveals a little too much about her previous life and the FBI shows up at her door wanting to know how she gained access to long-buried government secrets. It just keeps getting worse from there. Madeline’s message to her great grandson sparks a strange connection between Echo and Malachi, which leads to Georgia, secrets, mistakes, love, lies, and life changing revelations.

Internet Gaming Disorder

Internet Gaming Disorder
Author: Daniel King
Publisher: Academic Press
Total Pages: 294
Release: 2018-07-18
Genre: Psychology
ISBN: 0128129255

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Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

How to Talk about Videogames

How to Talk about Videogames
Author: Ian Bogost
Publisher: U of Minnesota Press
Total Pages: 219
Release: 2015-11-15
Genre: Social Science
ISBN: 1452949875

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Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

She's Got Game

She's Got Game
Author: Laura Heffernan
Publisher: Lyrical Press
Total Pages: 215
Release: 2019-08-13
Genre: Fiction
ISBN: 1516108515

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Women are winning in this smart, sexy new series featuring gaming and romance. In this series debut, a Gamer Girl who’s attracted to the competition will have to keep her eye on the prize . . . WINNER TAKES ALL Travel blogger Gwen Williams is about to live the dream—competing in the annual Annual Explorers of Islay competition. She’s up against some stiff competition, namely legendary gamer and four-time champ Cody McKay. The seriously buff hottie and shameless flirt is going all-out to seduce her. That’s when Gwen lays her cards on the table: She never, ever mixes gaming with romance . . . until resisting Cody becomes a losing proposition. As Gwen gives in to temptation, everything’s in play for a major heartache. With the rounds heating up and players eliminated, she knows she’s gambling a lot more than a seat at the final table in Vegas. But Cody’s kisses promise more than a fleeting romance. If she plays her cards right, Gwen just might walk off with the championship and the man of her dreams. Praise for America’s Next Reality Star “Smart, witty, and really freaking good . . . a fun read that has you cheering from the first paragraph through the last page.” —Kerry Lonsdale, Wall Street Journal bestselling author “Reality TV fans, this is your book! Laura Heffernan captures all the drama and over-the-top craziness in this fun and flirty romance.” —Amy E. Reichert, author of Love, Luck, and Lemon Pie “America’s Next Reality Star is one sweet, sexy brain-candy read! You won’t be sorry you indulged.” —Leah Marie Brown