Moral Combat


Book Description

In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.




Sometimes You Win—Sometimes You Learn for Teens


Book Description

#1 New York Times bestselling author John C. Maxwell brings his common sense self-help lessons to teens! Any setback--a championship loss, a bad grade, a botched audition-can be seen as a step forward when teens possess the right tools to turn that loss into a gain of knowledge. Drawing on nearly fifty years of leadership experience, Dr. Maxwell provides a roadmap for becoming a true learner, someone who wins in the face of problems, failures, and losses. The teachings from Sometimes You Win, Sometimes You Learn have been edited and adapted just for teens. This Young Readers edition features all-new stories of real life figures that overcame adversity early in their lives, including entrepreneur Steve Jobs, Olympic Gold Medalists Gabby Douglas and Mikaela Shiffrin, and Nobel Peace Prize nominee Malala Yousafzai.




The Hating Game


Book Description

Now a movie starring Lucy Hale and Austin Stowell, USA Today bestselling author Sally Thorne’s hilarious and sexy workplace comedy all about that thin, fine line between hate and love. Nemesis (n.) 1) An opponent or rival whom a person cannot best or overcome. 2) A person’s undoing 3) Joshua Templeman Lucy Hutton and Joshua Templeman hate each other. Not dislike. Not begrudgingly tolerate. Hate. And they have no problem displaying their feelings through a series of ritualistic passive aggressive maneuvers as they sit across from each other, executive assistants to co-CEOs of a publishing company. Lucy can’t understand Joshua’s joyless, uptight, meticulous approach to his job. Joshua is clearly baffled by Lucy’s overly bright clothes, quirkiness, and Pollyanna attitude. Now up for the same promotion, their battle of wills has come to a head and Lucy refuses to back down when their latest game could cost her her dream job…But the tension between Lucy and Joshua has also reached its boiling point, and Lucy is discovering that maybe she doesn’t hate Joshua. And maybe, he doesn’t hate her either. Or maybe this is just another game.




Game Feel


Book Description

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe




Skin Game


Book Description

"There was very fine, an elegant pain, hardly a pain at all, like the swift and fleeting burn of a drop of hot candle wax...Then the blood welled up and began to distort the pure, stark edges of my delicately wrought wound. "The chaos in my head spun itself into a silk of silence. I had distilled myself to the immediacy of hand, blade, blood, flesh." There are an estimated two to three million "cutters" in America, but experts warn that, as with anorexia, this could be just the tip of the iceberg of those affected by this little-known disorder. Cutting has only just begun to enter public consciousness as a dangerous affliction that tends to take hold of adolescent girls and can last, hidden and untreated, well into adulthood. Caroline Kettlewell is an intelligent woman with a promising career and a family. She is also a former cutter, and the first person to tell her own story about living with and overcoming the disorder. She grew up on the campus of a boys' boarding school where her father taught. As she entered adolescence, the combination of a family where frank discussion was avoided and life in what seemed like a fishbowl, where she and her sister were practically the only girls the students ever saw, became unbearable for Caroline. She discovered that the only way to find relief from overpowering feelings of self-consciousness, discomfort, and alienation was to physically hurt herself. She began cutting her arms and legs in the seventh grade, and continued into her twenties. Why would a rational person resort to such extreme measures? How did she recognize and overcome her problem? In a memoir startling for its honesty, humor, and poignancy, Caroline Kettlewell offers a clear-eyed account of her own struggle to survive this debilitating affliction.




The New Games Book


Book Description




Take Back the Game


Book Description

A close look at how big money and high stakes have transformed youth sports, turning once healthy, fun activities for kids into all-consuming endeavors—putting stress on children and families alike Some 75% of American families want their kids to play sports. Athletics are training grounds for character, friendship, and connection; at their best, sports insulate kids from hardship and prepare them for adult life. But youth sports have changed so dramatically over the last 25 years that they no longer deliver the healthy outcomes everyone wants. Instead, unbeknownst to most parents, kids who play competitive organized sports are more likely to burn out or suffer from overuse injuries than to develop their characters or build healthy habits. What happened to kids' sports? And how can we make them fun again? In Take Back the Game, coach and journalist Linda Flanagan reveals how the youth sports industry capitalizes on parents’ worry about their kids’ futures, selling the idea that more competitive play is essential in the feeding frenzy over access to colleges and universities. Drawing on her experience as a coach and a parent, along with research and expert analysis, Flanagan delves into a national obsession that has: Compelled kids to specialize year-round in one sport. Increased the risk of both physical injury and mental health problems. Encouraged egregious behavior by coaches and parents. Reduced access to sports for low-income families. A provocative and timely entrant into a conversation thousands of parents are having on the sidelines, Take Back the Game uncovers how youth sports became a serious business, the consequences of raising the stakes for kids and parents alike--and the changes we need now.




The Pain Within


Book Description

I wrote my story when I was roughly thirty-six years of age. At that time, I went through depression with suicidal thoughts as I was mostly homeless since I was living out of my car, working when I could, and once out the week I stayed at a motel as long as my money lasted. That's where I wrote my story. Written in different time frames and after a month, I pieced through it, putting it in chronological order. Thus the result of The Pain Within. I took great pleasure writing it as I hope you take a greater pleasure reading it.




The End Games


Book Description

John Green meets Stephen King in this original take on the zombie apocalypse by author T. Michael Martin, which ALA Booklist called "the best of the undead bunch" in a starred review. Seventeen-year-old Michael and his five-year-old brother, Patrick, have been battling monsters in the Game for weeks. In the rural mountains of West Virginia—armed with only their rifle and their love for each other—the brothers follow Instructions from the mysterious Game Master. They spend their days searching for survivors, their nights fighting endless hordes of "Bellows"—creatures that roam the dark, roaring for flesh. And at this Game, Michael and Patrick are very good. But the Game is changing. The Bellows are evolving. The Game Master is leading Michael and Patrick to other survivors—survivors who don't play by the rules. And the brothers will never be the same. T. Michael Martin's debut novel is a transcendent thriller filled with electrifying action, searing emotional insight, and unexpected romance.




Game On


Book Description

Emmitt Smith, the NFL’s all-time leading rusher of the Dallas Cowboys, Dancing with the Stars champion, and successful real-estate investor, outlines the principles that helped him become a winner on and off the football field. In this book he encourages you to live your God-given dream, now. Emmitt reveals that it’s not only vision and talent that propel us toward our dreams, but also a combination of determination, persistence, humility, courage, and faith. Game On is more than self-help. The book gives readers practical tools to empower them to pursue their God-given purpose with all their mind, heart, and soul.