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|Author||: Ted Kosmatka|
|Editor||: Ballantine Books|
"Silas Williams is the brilliant geneticist in charge of preparing the U.S. entry into the Olympic Gladiator competition, an internationally sanctioned bloodsport with only one rule: no human DNA is permitted in the design of the entrants. Desperate to maintain America's edge in the upcoming Games, Silas's boss engages an experimental supercomputer to design the genetic code for a gladiator that cannot be beaten. The result is a highly specialized killing machine, its genome never before seen on earth. Not even Silas, with all his genius and experience, can understand the horror he had a hand in making. And no one, he fears, can anticipate the consequences of entrusting the act of creation to a computer's cold logic. Now Silas races to understand what the computer has wrought, aided by a beautiful xenobiologist, Vidonia Joao."--from publisher's description.
|Author||: Eric Berne|
"The book that has helped millions of people understand the dynamics of relationships We all play games. In the workplace, in the bedroom, even when we are not aware of it. Every personal encounter is a mental contest, an opportunity to assert our will. Eric Berne's classic Games People Playis the most accessible and insightful book ever written about the psychology of relationships and the patterns of behaviour that reveal our hidden feelings and emotions. Wise and witty, it shows the underlying motivations behind our relationships and explores the roles that we try, and are forced, to play. Games People Playgives you the keys to unlock the minds of others - and yourself. You'll become more honest, more effective and a true team player."
|Author||: Iain M. Banks|
The second Culture novel from the awesome imagination of Iain M. Banks, a modern master of science fiction. The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ... a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death. Praise for the Culture series: 'Epic in scope, ambitious in its ideas and absorbing in its execution' Independent on Sunday 'Banks has created one of the most enduring and endearing visions of the future' Guardian 'Jam-packed with extraordinary invention' Scotsman 'Compulsive reading' Sunday Telegraph The Culture series: Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata Other books by Iain M. Banks: Against a Dark Background Feersum Endjinn The Algebraist
|Author||: Tori Kosara|
Build in some time for fun! Who can stack the tallest tower in 60 seconds? Can anyone solve the puzzle cube? With more than 50 fun challenges, puzzles, brainteasers, and games, get out your LEGO® bricks and put your friends and family to the test. ©2020 The LEGO Group.
|Author||: David Goldblatt|
|Editor||: W. W. Norton & Company|
“A people’s history of the Olympics.”—New York Times Book Review A Boston Globe Best Book of the Year A Kirkus Reviews Best Nonfiction Book of the Year The Games is best-selling sportswriter David Goldblatt’s sweeping, definitive history of the modern Olympics. Goldblatt brilliantly traces their history from the reinvention of the Games in Athens in 1896 to Rio in 2016, revealing how the Olympics developed into a global colossus and highlighting how they have been buffeted by (and affected by) domestic and international conflicts. Along the way, Goldblatt reveals the origins of beloved Olympic traditions (winners’ medals, the torch relay, the eternal flame) and popular events (gymnastics, alpine skiing, the marathon). And he delivers memorable portraits of Olympic icons from Jesse Owens to Nadia Comaneci, the Dream Team to Usain Bolt.
|Author||: Jonathan Hennessey|
|Editor||: Ten Speed Press|
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
|Author||: Cherri Moseley,Janet Rees|
|Editor||: Cambridge University Press|
This series is endorsed by Cambridge International Examinations and is part of Cambridge Maths.
|Author||: Nassim Nicholas Taleb|
|Editor||: Random House|
#1 NEW YORK TIMES BESTSELLER • A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, Antaeus the Giant to Donald Trump, Nassim Nicholas Taleb shows how the willingness to accept one’s own risks is an essential attribute of heroes, saints, and flourishing people in all walks of life. As always both accessible and iconoclastic, Taleb challenges long-held beliefs about the values of those who spearhead military interventions, make financial investments, and propagate religious faiths. Among his insights: • For social justice, focus on symmetry and risk sharing. You cannot make profits and transfer the risks to others, as bankers and large corporations do. You cannot get rich without owning your own risk and paying for your own losses. Forcing skin in the game corrects this asymmetry better than thousands of laws and regulations. • Ethical rules aren’t universal. You’re part of a group larger than you, but it’s still smaller than humanity in general. • Minorities, not majorities, run the world. The world is not run by consensus but by stubborn minorities imposing their tastes and ethics on others. • You can be an intellectual yet still be an idiot. “Educated philistines” have been wrong on everything from Stalinism to Iraq to low-carb diets. • Beware of complicated solutions (that someone was paid to find). A simple barbell can build muscle better than expensive new machines. • True religion is commitment, not just faith. How much you believe in something is manifested only by what you’re willing to risk for it. The phrase “skin in the game” is one we have often heard but rarely stopped to truly dissect. It is the backbone of risk management, but it’s also an astonishingly rich worldview that, as Taleb shows in this book, applies to all aspects of our lives. As Taleb says, “The symmetry of skin in the game is a simple rule that’s necessary for fairness and justice, and the ultimate BS-buster,” and “Never trust anyone who doesn’t have skin in the game. Without it, fools and crooks will benefit, and their mistakes will never come back to haunt them.”
|Author||: Scott McNeely|
|Editor||: Chronicle Books|
Classic and comprehensive, this guide to over 350 games is sure to appeal to all ages. From Bridge to Poker and Solitaireto Hearts, card games are a beloved source of entertainment and competition (and they are recession proof!). This authoritative book is ideal for every household, college dorm, family cabin, or neighborhood bar that has a pack of cards. Designed in the style of the popular Ultimate Bar Book, this essential resource provides the rules to dozensof variations of your favorite games, and a few you've probably never heard of (Bezique, anyone?). With simple instructions and clear illustrations to guide the way, this volume will be a welcome addition to any gamer's library.
|Author||: Suzanne Collins|
|Editor||: Scholastic Inc.|
This Special Edition of The Hunger Games includes the most extensive interview Suzanne Collins has given since the publication of The Hunger Games; an absorbing behind-the-scenes look at the creation of the series; and an engaging archival conversation between Suzanne Collins and YA legend Walter Dean Myers on writing about war. The Special Edition answers many questions fans have had over the years, and gives great insight into the creation of this era-defining work. In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. The Capitol keeps the districts in line by forcing them all to send one boy and one girl between the ages of twelve and eighteen to participate in the annual Hunger Games, a fight to the death on live TV. Sixteen-year-old Katniss Everdeen regards it as a death sentence when she steps forward to take her sister’s place in the Games. But Katniss has been close to death before—and survival, for her, is second nature. Still, if she is to win, she will have to start making choices that weigh survival against humanity and life against love.
|Author||: Ken Dryden|
|Editor||: John Wiley & Sons|
Widely acknowledged as the best hockey book ever written and lauded by Sports Illustrated as one of the Top 10 Sports Books of All Time, The Game is a reflective and thought-provoking look at a life in hockey. Intelligent and insightful, former Montreal Canadiens goalie and former President of the Toronto Maple Leafs, Ken Dryden captures the essence of the sport and what it means to all hockey fans. He gives us vivid and affectionate portraits of the characters — Guy Lafleur, Larry Robinson, Guy Lapointe, Serge Savard, and coach Scotty Bowman among them — that made the Canadiens of the 1970s one of the greatest hockey teams in history. But beyond that, Dryden reflects on life on the road, in the spotlight, and on the ice, offering up a rare inside look at the game of hockey and an incredible personal memoir. This commemorative edition marks the 20th anniversary of The Game's original publication. It includes black and white photography from the Hockey Hall of Fame and a new chapter from the author. Take a journey to the heart and soul of the game with this timeless hockey classic.
The Big Book of Conflict Resolution Games Quick Effective Activities to Improve Communication Trust and Collaboration
|Author||: Mary Scannell|
|Editor||: McGraw Hill Professional|
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
|Author||: Cynthia Lewis|
Like the age-old feud between the Montagues and Capulets in Romeo and Juliet, the enduring rivalry between the Boston Celtics and the LA Lakers makes for great drama. Macbeth’s career began with promise but ended in ruin—not unlike Pete Rose’s. Twelfth Night’s Viola’s disguise as a boy to enter into a man’s world is echoed in Babe Didrikson Zaharias’ challenge to the pro golf patriarchy when she competed in the Los Angeles Open. Exploring parallels between Shakespeare’s plays and famous events in the world of sports, this book introduces seven of the best-known plays to the sports enthusiast and offers a fresh perspective to Shakespeare devotees.
|Author||: Simon Sinek|
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
|Author||: James Carse|
|Editor||: Simon and Schuster|
“There are at least two kinds of games,” states James Carse as he begins this extraordinary book. “One could be called finite; the other infinite.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything from how an actress portrays a role, to how we engage in sex, from the nature of evil, to the nature of science. Finite games, he shows, may offer wealth and status, power and glory. But infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
|Author||: Alayna Cole,Jessica Zammit|
|Editor||: CRC Press|
Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features • Explores the history of diversity in games • Provides important information around what it is like to be a marginalized person in the industry • Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.
|Author||: Graham Burgess,Dr John Nunn,John Emms|
Improve your chess by studying the greatest games of all time, from Adolf Anderssen's 'Immortal Game' to Magnus Carlsen's world championship victories, and featuring a foreword by five-times World Champion Vishy Anand. This book is written by an all-star team of authors. Wesley So is the reigning Fischer Random World Champion, the 2017 US Champion and the winner of the 2016 Grand Chess Tour. Michael Adams has been the top British player for the last quarter of a century and was a finalist in the 2004 FIDE World Championship. Graham Burgess is the author of thirty books, a former champion of the Danish region of Funen, and holds the world record for marathon blitz chess playing. John Nunn is a three-time winner of both the World Solving Championship and the British Chess Federation Book of the Year Award. John Emms is an experienced chess coach and writer, who finished equal first in the 1997 British Championship and was chess columnist of the Young Telegraph. The 145 greatest chess games of all time, selected, analysed, re-evaluated and explained by a team of British and American experts and illustrated with over 1,100 chess diagrams. Join the authors in studying these games, the cream of two centuries of international chess, and develop your own chess-playing skills - whatever your current standard. Instructive points at the end of each game highlight the lessons to be learned. First published in 1998, a second edition of The Mammoth Book of the World's Greatest Chess Games in 2004 included an additional twelve games. Another new edition in 2010 included a further thirteen games as well as some significant revisions to the analysis and information regarding other games in earlier editions of the book, facilitated by the use of a variety of chess software. This 2021 edition, further updated and expanded, now includes 145 games. The authors have made full use of the new generation of chess analysis engines that apply neural-network based AI.
|Author||: James D’Amato|
|Editor||: Adams Media|
Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres—from space exploration to jungle dungeon crawlers—everything you need to pick up and play today. Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today. With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you’re new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.
|Editor||: Academic Press|
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games