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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||: Bitmap Books|
Provides illustrated snapshots of unreleased games dating from 1975 to 2015, including a wide range of titles from the Atari 2600 right up to the Sony PlayStation 4, by way of arcade, home computer, console, handheld and mobile platforms
Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
|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||: 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||: 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||: 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||: 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||: Jennifer Lynn Barnes|
|Editor||: Little, Brown Books for Young Readers|
Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets--perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why -- or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch -- and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege, with danger around every turn, Avery will have to play the game herself just to survive.
|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||: Brian "Box" Brown|
|Editor||: First Second|
It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega—game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel,New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
|Author||: Katie Salen,Katie Salen Tekinbas,Eric Zimmerman|
|Editor||: MIT Press|
The Game Design Reader is a one-of-a-kind collection on game design and criticism,from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and EricZimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroomsourcebook, a reference for working game developers, and a great read for game fans andplayers.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists,media theorists, and others consider fundamental questions: What are games and how are theydesigned? How do games interact with culture at large? What critical approaches can game designerstake to create game stories, game spaces, game communities, and new forms of play?Salen andZimmerman have collected seminal writings that span 50 years to offer a stunning array ofperspectives. Game journalists express the rhythms of game play, sociologists tackle topics such asrole-playing in vast virtual worlds, players rant and rave, and game designers describe the sweatand tears of bringing a game to market. Each text acts as a springboard for discussion, a potentialclass assignment, and a source of inspiration. The book is organized around fourteen topics, fromThe Player Experience to The Game Design Process, from Games and Narrative to CulturalRepresentation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas andresearch fundamental to the study of games, and points to relevant texts within the Reader. Visualessays between book sections act as counterpoint to the writings.Like Rules of Play, The Game DesignReader is an intelligent and playful book. An invaluable resource for professionals and a uniqueintroduction for those new to the field, The Game Design Reader is essential reading for anyone whotakes games seriously.
|Author||: Cherri Moseley,Janet Rees|
|Editor||: Cambridge University Press|
This series is endorsed by Cambridge International Examinations and is part of Cambridge Maths.
|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||: Carl J Sindermann|
|Editor||: Basic Books|
In this inspiring book of personal insight and sound advice, veteran scientist Carl J. Sindermann gives an insider's look at the competitive world of science and reveals the best strategies for attaining prominence and success. Taking apart the many different roles scientists must play during their careers, Sindermann compares common mistakes scientists make with what the best strategists do-whether they are publishing papers, presenting data, chairing meetings, or coping with government or academic bureaucracy. In the end, he maintains, well-honed interpersonal skills, a savvy eye on one's competitors, and excellent science are the keys to a satisfying and successful career.
|Author||: Melissa Brinks|
|Editor||: Running Press Adult|
Revisit your favorites, find something new, or play your way through this light-hearted guide to the most celebrated and iconic arcade, console, and computer games from the 1950s to the 2000s. An accessible, informative look at the history and evolution some of the most popular and iconic video games from their early beginnings up to the 2000s. Author Melissa Brinks explores each influential game and its impact on they would have on the games that would follow, with brief, engaging profiles and surprising trivia that is perfect for fans of all levels. From the groundbreaking games of the 1950s to the genre-defining games of the 60s and 70s to the modern classics of the 1990s and early 2000s, The Little Book of Video Games includes games from a wide variety of genres and consoles including (but not limited to): Pong, Spacewar!, Adventure, Pac-Man, Rogue, Donkey Kong, Galaga, Dragon's Lair, Tetris, Super Mario Bros., The Oregon Trail, Castlevania, Legend of Zelda, Final Fantasy, Mega Man, SimCity, Mother, Mortal Kombat, Myst, Doom, Warcraft, Diablo, Tomb Raider, Pokémon, Tamagotchi, GoldenEye 007, Ultima Online, Metal Gear Solid, Dance Dance Revolution, Half-Life, Silent Hill, The Sims, and more. Now you can learn, share, and enjoy your favorite classic video games without having to press a power button!
|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.