Game

Archive Suggestion for Ebook Game Pdf File Download

The Game :

Sports & Recreation

Author - Ken Dryden
Publisher - John Wiley & Sons
Pages - 320
ISBN - 9780470739341


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Detail - Widely acknowledged as the best hockey book ever written and lauded by Sports Illustrated as one of the Top 10 Sports Books of All Time, The Game is a reflective and thought-provoking look at a life in hockey. Intelligent and insightful, former Montreal Canadiens goalie and former President of the Toronto Maple Leafs, Ken Dryden captures the essence of the sport and what it means to all hockey fans. He gives us vivid and affectionate portraits of the characters — Guy Lafleur, Larry Robinson, Guy Lapointe, Serge Savard, and coach Scotty Bowman among them — that made the Canadiens of the 1970s one of the greatest hockey teams in history. But beyond that, Dryden reflects on life on the road, in the spotlight, and on the ice, offering up a rare inside look at the game of hockey and an incredible personal memoir. This commemorative edition marks the 20th anniversary of The Game's original publication. It includes black and white photography from the Hockey Hall of Fame and a new chapter from the author. Take a journey to the heart and soul of the game with this timeless hockey classic.

Video Game Designer :

Juvenile Nonfiction

Author - Walter Olesky
Publisher - The Rosen Publishing Group
Pages - 47
ISBN - 9780823931170


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Detail - Discusses what education and skills are needed to become a video game designer and profiles several successful game designers.

Invitation to the Game :

Juvenile Fiction

Author - Monica Hughes
Publisher - Simon and Schuster
Pages - 183
ISBN - 0671866923


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Detail - Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.

Game On, Hollywood! : Essays on the Intersection of Video Games and Cinema

Games & Activities

Author - Gretchen Papazian, Joseph Michael Sommers
Publisher - McFarland
Pages - 232
ISBN - 1476601852


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Detail - The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000–2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney’s Epic Mickey (2010 video game).

The Anatomy of a Game : Football, the Rules, and the Men who Made the Game

Sports & Recreation

Author - David M. Nelson
Publisher - University of Delaware Press
Pages - 599
ISBN - 9780874134551


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Detail - Looks at how rule changes have shaped the game of college football

The Medium of the Video Game :

Games & Activities

Author - Mark J. P. Wolf
Publisher - University of Texas Press
Pages - 223
ISBN - 0292786646


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Detail - Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Art Game Book :

Art

Author - David Rosenberg
Publisher - Editions Assouline
Pages - 379
ISBN - 9782759404834


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Detail - With games, puzzles, quotations, and commentaries, the Art Game Book is an original way to explore 20th century painting, sculpture, architecture, design, video, installation, and photography. Newly updated, with abundant illustrations and a glossary, this extensive book also includes an international guide to museums, websites, fairs and modern art events around the world.

The Game : Harvard, Yale, and America in 1968

History

Author - George Howe Colt
Publisher - Scribner
Pages - 400
ISBN - 1501104780


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Detail - From the author of the bestselling National Book Award finalist The Big House comes a story in the tradition of The Boys in the Boat about an unforgettable group of young athletes who battled in the legendary Harvard-Yale football game of 1968 amidst the sweeping currents of one of the most transformative years in American history. On November 23, 1968, near the end of a turbulent and memorable year, there was a football game that would also prove turbulent and memorable: the season-ending clash between Harvard and Yale. Both teams entered undefeated and, technically at least, came out undefeated. The final score was 29-29. To some of the players on the field, it was a triumph; to others a tragedy. And to many, the reasons had as much to do with one side’s miraculous comeback in the game’s final 42 seconds as it did with the months that preceded it, months that witnessed the assassinations of Martin Luther King and Robert F. Kennedy, police brutality at the Democratic National Convention, inner-city riots, campus takeovers, and, looming over everything, the war in Vietnam. George Howe Colt’s The Game is the story of that iconic American year, as seen through the young men who lived it and were changed by it. One player had recently returned from eight months under fire in Vietnam. Two were members of the radical antiwar group SDS. There was an all-American football hero whose nickname was “God.” There was one NFL prospect who quit to devote his time to black altruism, another who went on to be Pro-Bowler Calvin Hill. There was a postal clerk’s son who worried about fitting in with the preppies, and a wealthy WASP eager to prove he could handle the blue-collar kids’ hits. There was a guard named Tommy Lee Jones, and fullback who dated a young Meryl Streep. They came from every class and background, but played side by side and together forged a moment of startling grace in the midst of the storm. Vivid, lively, and constantly surprising, this magnificent and intimate work of history is the story of ordinary people in an extraordinary time, and of a country facing issues that we continue to wrestle with to this day.

The Girl and the Game : A History of Women's Sport in Canada, Second Edition

History

Author - M. Ann Hall
Publisher - University of Toronto Press
Pages - 424
ISBN - 144263412X


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Detail - In this new edition of her groundbreaking social history The Girl and the Game (2002), M. Ann Hall updates her lively narrative of how women resisted masculine hegemony in Canadian sport and, in turn, how their efforts were opposed and sometimes supported by men. The second edition of The Girl and the Game begins with an important new chapter on aboriginal women and their interaction with early sport and ends with a new chapter on how trends and issues facing contemporary women in Canadian sport have their origins in the past. Other new sections focus on gender and the residential school system, the promotion of women's track and field, the 1928 summer Olympics and the Matchless Six, and aboriginal sportswomen. As in the first edition, Hall introduces her audience to more obscure Canadian female athletes rather than focusing her discussion on household names. The introduction to the new edition has been updated to reflect the content changes in the narrative. To increase appeal to the course market, chapter titles are more descriptive, the text has been revised to include more subsections, and the 52 black and white images are placed throughout the text.

Creating the Art of the Game :

Computers

Author - Matthew Omernick
Publisher - New Riders Publishing
Pages - 286
ISBN -


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Detail - If you have some experience with Maya or 3ds max and some knowledge of Photoshop or Painter, Creating the Art of the Game will take you through the process and the associated responsibilities of making a videogame - from an artist's point of view. Learning the ins and outs of particular software packages and playing the latest games won't make you a dynamic game artist: They'll make you a great technician. To make the jump to being a professional game artist, you need to adapt your traditional art skills to the digital media.

Game On : Energize Your Business with Social Media Games

Computers

Author - Jon Radoff
Publisher - John Wiley & Sons
Pages - 432
ISBN - 9781118089309


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Detail - A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

In the Game : Gay Athletes and the Cult of Masculinity

Social Science

Author - Eric Anderson
Publisher - SUNY Press
Pages - 208
ISBN - 9780791465349


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Detail - Examines the relationship between gay male athletes, sport, and American masculinity.

The Three Body Problem

Friday, 10 August 2018, 6:27 | Fiction, Science | 0 Comment
by minions

1967: Ye Wenjie witnesses Red Guards beat her father to death throughout China's revolution. This singular event can form not solely the remainder of her life however additionally the longer term of grouping. Four decades later, Peiping police raise nanotech engineer Wang Miao to infiltrate a closelipped cabal of scientists once a spate of self-contradictory suicides. Wang's investigation can lead him to a mysterious on-line game and immerse him during a virtual world dominated by the...

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