Your Papers, Please


Book Description

FEATURES: - Pairs social studies and science thematically - Shakes up the curriculum with Shocker facts that interest this age group, and a lively page layout that encourages readers to discuss and share knowledge with one another - Builds background knowledge and vocabulary through front-of-book features labeled Get on the Wavelength and High-Powered Words - Includes a Comprehension Coach that appears regularly to model and reinforce key comprehension strategies - Provides links to relevant Internet Web sites - Exposes students to a variety of formats and text features




The Art of Failure


Book Description

An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.




Papers Please!


Book Description

In a clear encyclopedic-style, this book describes and shows a range of over 80 fascinating German World War II identity documents (Nazi membership books, passports, paybooks, civilian IDs, etc.) in full color and gives a page-by-page analysis of the contents of each one.




The Process Genre


Book Description

From IKEA assembly guides and “hands and pans” cooking videos on social media to Mister Rogers's classic factory tours, representations of the step-by-step fabrication of objects and food are ubiquitous in popular media. In The Process Genre Salomé Aguilera Skvirsky introduces and theorizes the process genre—a heretofore unacknowledged and untheorized transmedial genre characterized by its representation of chronologically ordered steps in which some form of labor results in a finished product. Originating in the fifteenth century with machine drawings, and now including everything from cookbooks to instructional videos and art cinema, the process genre achieves its most powerful affective and ideological results in film. By visualizing technique and absorbing viewers into the actions of social actors and machines, industrial, educational, ethnographic, and other process films stake out diverse ideological positions on the meaning of labor and on a society's level of technological development. In systematically theorizing a genre familiar to anyone with access to a screen, Skvirsky opens up new possibilities for film theory.




Barrycades and Septoku: Papers in Honor of Martin Gardner and Tom Rodgers


Book Description

The Gathering 4 Gardner is a biannual conference founded—and for many years organized—by Tom Rodgers to celebrate the spirit of Martin Gardner. While primarily concerned with recreational mathematics, most of Gardner's intellectual interests are featured, including magic, literature, philosophy, puzzles, art, and rationality. Gardner's writing inspired several generations of mathematicians by introducing us to the joy of discovery and exploration, and the Gathering's aim is to continue that tradition of inspiration. This volume, a tribute to Rodgers and Gardner, consists of papers originally presented at the Gathering 4 Gardner meetings. Recreational mathematics is strongly prominent with contributions from Neil Sloane, Richard Guy, Solomon Golomb, Barry Cipra, Erik Demaine, and many others. There are games and puzzles, including new Nim-like games, chess puzzles, coin weighings, coin flippings, and contributions that combine art and puzzles or magic and puzzles. Two historical articles present the stories of combinatorial game theory and the search for God's number for Rubik's Cube. Anyone who finds pleasure in clever and intriguing intellectual puzzles will find much to enjoy in Barrycades and Septoku.




How to Play Video Games


Book Description

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.




The Puttermesser Papers


Book Description

With dashing originality and in prose that sings like an entire choir of sirens, Cynthia Ozick relates the life and times of her most compelling fictional creation. Ruth Puttermesser lives in New York City. Her learning is monumental. Her love life is minimal (she prefers pouring through Plato to romping with married Morris Rappoport). And her fantasies have a disconcerting tendency to come true - with disastrous consequences for what we laughably call "reality." Puttermesser yearns for a daughter and promptly creates one, unassisted, in the form of the first recorded female golem. Laboring in the dusty crevices of the civil service, she dreams of reforming the city - and manages to get herself elected mayor. Puttermesser contemplates the afterlife and is hurtled into it headlong, only to discover that a paradise found is also paradise lost. Overflowing with ideas, lambent with wit, The Puttermesser Papers is a tour de force by one of our most visionary novelists. "The finest achievement of Ozick's career... It has all the buoyant integrity of a Chagall painting." -San Francisco Chronicle "Fanciful, poignant... so intelligent, so finely expressed that, like its main character, it remains endearing, edifying, a spark of light in the gloom." -The New York Times "A crazy delight." -The New York Time Book Review




How Pac-Man Eats


Book Description

How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.




How Pac-Man Eats


Book Description

How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.




Graduate Skills and Game-Based Learning


Book Description

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.