Watch Us Roll


Book Description

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.




Just Roll with It


Book Description

Starting middle school is hard enough when you don't know anyone; it's even harder when you're shy. A contemporary middle-grade graphic novel for fans of Guts and Real Friends about how dealing with anxiety and OCD can affect everyday life. As long as Maggie rolls the right number, nothing can go wrong...right? Maggie just wants to get through her first year of middle school. But between finding the best after-school clubs, trying to make friends, and avoiding the rumored monster on school grounds, she’s having a tough time...so she might need a little help from her twenty-sided dice. But what happens if Maggie rolls the wrong number? A touching middle-grade graphic novel that explores the complexity of anxiety, OCD, and learning to trust yourself and the world around you. “A charming, compassionate story that’s sure to resonate with anyone who’s ever stayed up worrying.” —Gale Galligan, adaptor and illustrator of the Baby-Sitters Club graphic novel series




The Rock And Roll Book Of The Dead


Book Description

Once you're dead, you're made for life. --Jimi Hendrix Hendrix. Janis. Morrison. Elvis. Lennon. Cobain. Garcia. Their reckless brilliance held the key to their self-destruction. Their deaths had much in common--and, surprisingly, so did their lives. From lonely childhoods marred by loss to groundbreaking music and turbulent careers that ended tragically and suspiciously, David Comfort explodes the myths as he probes: • The sinister roles of Hendrix's manager and girlfriend in his death and subsequent cover-up • The bizarre odyssey of Jim Morrison's corpse • Why Kurt Cobain was worth more dead than alive to Courtney Love • The twisted motives that caused John Lennon to sail through the Devil's Triangle to Bermuda--nearly going down in a storm--shortly before he was fatally shot • The crippling disease and "miracle" drug that drove Elvis to suicide Charismatic and gifted, but also isolated and conflicted, these are not the rock icons you thought you knew. Here are their larger-than-life stories of turmoil and excess that led to their early deaths and ultimate immortality. It's a wild ride to the other side of fame. "Fame is the soul eater." --Jerry Garcia "Everybody loves you when you're six foot in the ground." --John Lennon Includes Rare Photos David Comfort is the author of three bestselling nonfiction books. His short fiction has appeared in numerous magazines, including Eclectic Literary Forum, Pacific Review, Coe Review, and Belletrist Review. He has been the recipient of several literary prizes and a finalist for such prestigious awards as the Nelson Algren Award and America's Best. A former rock musician, he has spent over 30 years studying rock music, particularly the revolutionary and fatalistic pioneers of the 1960s. He lives in Santa Rosa, California.




Finding Ultra


Book Description

"Finding Ultra" recounts Roll's remarkable journey from an overweight 40-year-old to the starting line of the elite 320-mile Ultraman competition in a beautifully written portrait of what willpower can accomplish.




Gamelife


Book Description

Video games began to obsess Clune when he was seven. They began to worm into his head and change his sense of reality. This is his memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes trained eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.







Business America


Book Description

Includes articles on international business opportunities.




Ride, Roll, Run


Book Description

A joyful, rhyming picture book that is an ode to community and outdoor play Pedal, pump. Speed bump! Ride, roll, run. Friends and fun! This energetic picture book celebrates community and friendship, following children as they play their way through their vibrant neighborhood. Author and educator Valerie Bolling’s rhyming text makes for an exciting read-aloud and is paired with stunning illustrations by Sabrena Khadija.




The Routledge Handbook of Role-Playing Game Studies


Book Description

This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.




Fighting Fascism in Europe


Book Description

Of the 400 American veterans of the Spanish Civil War in World War II, Cane was the only one to go ashore with the assault wave on D-Day.".