The Games


Book Description

Jurassic Park meets The Hunger Games in this stunning new high-energy, high-concept tale from first-time novelist Ted Kosmatka, a Nebula Award and Theodore Sturgeon Memorial Award finalist. Brilliant geneticist Silas Williams oversees U.S. selections for the Olympic Gladiator competition, an internationally sanctioned bloodsport with only one rule: No entrants may possess human DNA. Desperate to maintain America’s edge in the upcoming Games, Silas’s superior engages an experimental supercomputer to design the ultimate, unbeatable combatant. The result is a highly specialized killing machine, its genome never before seen on earth. But even a genius like Silas cannot anticipate the consequences of allowing a computer’s cold logic to play God. Growing swiftly, the mutant gladiator demonstrates preternatural strength, speed, and—most chillingly—intelligence. And before hell breaks loose, Silas and beautiful xenobiologist Vidonia João must race to understand what unbound science has wrought—even as their professional curiosity gives way to a most unexpected emotion: sheer terror. “Blends the best of Crichton and Koontz.”—Publishers Weekly (starred review) “Outstanding . . . very like something Michael Crichton might have written . . . [a] bold mix of horror and SF . . . Expect big things from [Ted] Kosmatka.”—Booklist (starred review) “Kosmatka successfully captures the thrill of groundbreaking technology. . . . The pleasure of his polished, action-packed storytelling is deepened by strong character development. This near-future SF thriller . . . seems destined for the big screen.”—Library Journal (starred review)




The Games Bible


Book Description

A comprehensive compendium celebrating the old-fashioned pleasure of pure play.




The Games Book


Book Description

This terrific compendium includes traditionalindoor and outdoor games that have beenenjoyed by generations of children and theirparents before them. Full instructions areincluded for each game, so learning andrelearning your favourites is easy and fun!Remember how to play:Spooky games like Wink MurderClassic games like jacks, marbles, and hopscotchOutdoor games like Capture the Flag and Hide and SeekCard games like gin rummymore!




The Games


Book Description

In the #1 bestselling series, Private's Jack Morgan must hunt down a killer before the Olympic games begin in Rio. Rio de Janeiro, Brazil knows how to throw a party. So it's a natural choice to host the biggest spectacles in sports: the World Cup and the Olympics. To ensure that the games go off without a hitch, the organizers turn to Jack Morgan, head of the world's greatest international security and consulting firm. But when events are this exclusive, someone's bound to get left off the guest list. Two years after the crisis nearly spilled from the soccer field to the stands, Jack is back in Rio for the Olympics. But when his most prominent clients begin to disappear, and bodies mysteriously start to litter the streets, Jack is drawn deep into the heart of a ruthless underworld populated by disaffected residents trying to crash the world's biggest party. With the world watching in horror, Jack must sprint to the finish line to defuse a threat that could decimate Rio and turn the games into a deadly spectacle. . . all before the games begin.




The Game Design Reader


Book Description

Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.




Breaking Out of the Games Industry


Book Description

This book offers a perspective into a phenomenon becoming more and more common: AAA developers ‘going indie’. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to ‘break in’, then worked for years to ‘break out’. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.




The House of The Game


Book Description




Lukezilla Beats the Game


Book Description

Lucas, small and unathletic, is obsessed with being powerful Trunkzilla in an online game, but after becoming a volunteer Senior Sitter and saving Isaac in real life, everything changes.




A Multimodal Approach to Video Games and the Player Experience


Book Description

This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.




The Game of Humor


Book Description

Humor, wit, and laughter surround each person. From everyday quips to the carefully contrived comedy of literature, newspapers, and television we experience humor in many forms, yet the impetus for our laughter is far from innocuous. Misfortune, stupidity, and moral or cultural defects, however faintly revealed in others and ourselves, seem to make us laugh. Although discomforting, such negative terms as superiority, aggression, hostility, ridicule, or degradation can be applied to instances of humor. According to scholars, Thomas Hobbes's "superiority theory"?that humor arises from mischances, infirmities, and indecencies, where there is no wit at all?applies to most humor. With the exception of good-natured play, Charles R. Gruner claims that humor is rarely as innocent as it first appears.Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor, he expands the scope of Hobbes's theory to include and explore the contest aspect of "good-natured" play. As such, the author believes all instances of humor can be examined as games, in terms of competition and keeping score?winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes, sexual humor, the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker, simple puns, and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be "de-humorized" by its agonistic nature.The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies, sociologists, literary critics and linguists, and psychologists concerned with the conflicts and tensions of everyday life.