Lost in a Good Game


Book Description

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.




Good Game


Book Description

Good Game retells numerous fascinating stories from the world of ancient and contemporary sports and draws on the history of the Christian tradition to answer "What would it really mean to think Christianly about sport?" --from publisher description.




For the Good of the Game


Book Description

A New York Times bestseller Foreword by Doris Kearns Goodwin The longtime Commissioner of Major League Baseball provides an unprecedented look inside professional baseball today, focusing on how he helped bring the game into the modern age and revealing his interactions with players, managers, fellow owners, and fans nationwide. More than a century old, the game of baseball is resistant to change—owners, managers, players, and fans all hate it. Yet, now more than ever, baseball needs to evolve—to compete with other professional sports, stay relevant, and remain America’s Pastime it must adapt. Perhaps no one knows this better than Bud Selig who, as the head of MLB for more than twenty years, ushered in some of the most important, and controversial, changes in the game’s history—modernizing a sport that had remained unchanged since the 1960s. In this enlightening and surprising book, Selig goes inside the most difficult decisions and moments of his career, looking at how he worked to balance baseball’s storied history with the pressures of the twenty-first century to ensure its future. Part baseball story, part business saga, and part memoir, For the Good of the Game chronicles Selig’s career, takes fans inside locker rooms and board rooms, and offers an intimate, fascinating account of the frequently messy process involved in transforming an American institution. Featuring an all-star lineup of the biggest names from the last forty years of baseball, Selig recalls the vital games, private moments, and tense conversations he’s shared with Hall of Fame players and managers and the contentious calls he’s made. He also speaks candidly about hot-button issues the steroid scandal that threatened to destroy the game, telling his side of the story in full and for the first time. As he looks back and forward, Selig outlines the stakes for baseball’s continued transformation—and why the changes he helped usher in must only be the beginning. Illustrated with sixteen pages of photographs.




The Good Game


Book Description

Hello and welcome to the book for gamers by gamers! Within these pages you will find all you need to know to be gamer in Australia, regardless of age, gender or platform. Impress your mates with knowledge of key developers' work; check out the games we think you should play before you die; learn about videogame history - how they evolved and where things are headed; and ramp up your skills with tips on improving your gaming experience. From newb to pro, we hope you find something interesting within these pages ... and if you don't, it makes a decent mouse pad. Enjoy it you must!




The Good Game


Book Description

How can the small mouse and squirrel play lacrosse with the big animals? A fun Native American tale that first graders can read on their own. A game of lacrosse is about to begin—with the four-legged animals facing off against the winged animals. Mouse and Squirrel want to join! But Bear and Deer won’t let animals so small on their team. The birds would welcome the small animals, but Mouse and Squirrel can't fly. The winged team has a clever plan. This Native American tale about the origin of the bat and flying squirrel is framed by a grandfather sharing a story with his grandson. Phonics features are noted on the copyright page. This book has been officially leveled by using the F & P Text Level Gradient(TM) Leveling System. It is a Level I for Grade 1. The award-winning I Like to Read® series focuses on books for kindergarteners and first graders. Acclaimed author-illustrators--including winners of Caldecott, Theodor Seuss Geisel, and Coretta Scott King honors—create original,high quality illustrations that support comprehension of simple text and are fun for kids to read again and again with their parents, teachers or on their own! A Junior Library Guild Gold Standard Selection!




You Said This Would Be Fun


Book Description

Good games don't emerge out of thin air. Game design is a craft, and as in any other craft, there are skills and knowledge, acquired through study and practice, that accelerate progress toward better games. You Said This Would Be Fun explores these skills, showing how great games exhibit qualities that designers of all experience levels can strive to emulate. There are many game design journeys -- that of the first-time designer with a fresh idea, the experienced designer looking for new approaches, the enthusiast seeking a deeper understanding of how games work -- and if you are on (or considering joining) any of these, this book will be a useful guide to help you along your way.




The Berenstain Bears Play a Good Game


Book Description

Young readers will enjoy reading about Coach Papa Bear and his players in this addition to the Living Lights™ series of Berenstain Bears books. Children will learn how to play fairly and act in a way that pleases God. The Berenstain Bears Play a Good Game—part of the popular Zonderkidz Living Lights series of books—is perfect for: Early readers ages 4-8 Reading out loud in classrooms, during story time, and at home or bedtime Birthday gifts, Easter, holiday gift giving, or as a new addition to your e-library Sparking meaningful conversations about good sportsmanship and being a team player The Berenstain Bears Play a Good Game is an addition to the Living Lights™ series that: Features the hand-drawn artwork of the Berenstain family Continues in the much-loved footsteps of Stan and Jan Berenstain in this Berenstain Bears series of books Is part of one of the bestselling children’s book series ever created, with more than 250 books published and nearly 300 million copies sold to date




RECOGNITION OF A TRUE MAN OR JUST GOOD GAME?


Book Description

The recognition of respect being given to one another in a relationship. The rewards behind the recognition of one's own self-worth that causes them to take a stand and settle for nothing less than that respect due to then. Fulfillment of desires and fetishes, the acknowledgement of strengthens and weaknesses within the relationship.




The Good Morning Game


Book Description

To play with this book, all you need is your finger. Take a pen, draw two eyes and a mouth, and there you are – your very own finger worm! Follow finger worm through the day from waking up and having breakfast, to getting dressed and going to school. To play with this book, all you need is your finger. Take a pen, draw two eyes and a mouth, and there you are – your very own finger worm! Follow finger worm through the day from waking up and having breakfast, to getting dressed and going to school.




Game Programming Patterns


Book Description

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.