Playing at the World

A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games

Author: Jon Peterson

Publisher: N.A

ISBN: 9780615642048

Category: Computer games

Page: 698

View: 5187

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Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

Dungeons and Dragons Art and Arcana

A Visual History

Author: Michael Witwer,Kyle Newman,Jon Peterson,Sam Witwer

Publisher: Ten Speed Press

ISBN: 0399580956

Category: Games & Activities

Page: 448

View: 395

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An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Shared Fantasy

Role Playing Games as Social Worlds

Author: Gary Alan Fine

Publisher: University of Chicago Press

ISBN: 9780226249445

Category: Games

Page: 283

View: 2829

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This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.

All the Money in the World

What the Happiest People Know about Wealth

Author: Laura Vanderkam

Publisher: Portfolio

ISBN: 1591846250

Category: Business & Economics

Page: 277

View: 381

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Builds on the premise of 168 Hours to reveal that readers have more financial resources than they realize and can enable more satisfying lives through strategic choices, sharing enlightening stories about individuals and families who have achieved financial fulfillment through prudent spending. 20,000 first printing.

Playing for Keeps

Michael Jordan and the World He Made

Author: David Halberstam

Publisher: Open Road Media

ISBN: 1453286144

Category: Biography & Autobiography

Page: 432

View: 1668

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A revealing portrait of a once-in-a-generation athlete and global icon One of sport’s biggest superstars, Michael Jordan is more than an internationally renowned athlete. As illuminated through David Halberstam’s trademark balance of impeccable research and fascinating storytelling, Jordan symbolizes the apex of the National Basketball Association’s coming of age. Long before multimillion-dollar signings and lucrative endorsements, NBA players worked in relative obscurity, with most games woefully unattended and rarely broadcast on television. Then came Larry Bird and Magic Johnson, Jordan’s two great predecessors, and the game’s status changed. The new era capitalized on Jordan’s talent, will power, and unrivaled competiveness. In Playing for Keeps, Halberstam is at his investigative best, delving into Jordan’s expansive world of teammates and coaches. The result is a gripping story of the athlete and media powerhouse who changed a game forever. This ebook features an extended biography of David Halberstam.

Empire of Imagination

Gary Gygax and the Birth of Dungeons & Dragons

Author: Michael Witwer

Publisher: Bloomsbury Publishing USA

ISBN: 1632862042

Category: Biography & Autobiography

Page: 320

View: 6953

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The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Playing to the World’s Biggest Audience

The Globalization of Chinese Film and TV

Author: Michael Curtin

Publisher: Univ of California Press

ISBN: 0520251342

Category: History

Page: 341

View: 8404

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Delineates the globalizing pressures and opportunities that have dramatically transformed the terrain of Chinese film and television, including the end of the cold war, the rise of the World Trade Organization, and the escalation of democracy movements. This book examines the prospect of a global Chinese audience.

The Evolution of Fantasy Role-Playing Games

Author: Michael J. Tresca

Publisher: McFarland

ISBN: 0786460091

Category: Games & Activities

Page: 238

View: 1334

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Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien’s obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.

You Are Mighty

A Guide to Changing the World

Author: Caroline Paul

Publisher: Bloomsbury Publishing USA

ISBN: 1681199181

Category: Juvenile Nonfiction

Page: 128

View: 3002

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Being a good citizen means standing up for what's right-and here's just the way to start. From the author of The Gutsy Girl comes a book for those with a fierce sense of justice, a good sense of humor, and a big heart. This guide features change-maker tips, tons of DIY activities, and stories about the kids who have paved the way before, from famous activists like Malala Yousafzai and Claudette Colvin to the everyday young people whose habit changes triggered huge ripple effects. So make a sign, write a letter, volunteer, sit-in, or march! There are lots of tactics to choose from, and you're never too young to change the world.

The World Is Flat 3.0

A Brief History of the Twenty-first Century

Author: Thomas L. Friedman

Publisher: Picador

ISBN: 9781429923071

Category: Social Science

Page: 672

View: 5851

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This Independence Day edition of The World is Flat 3.0 includes an an exclusive preview of That Used to Be Us: How America Fell Behind in the World It Invented and How We Can Come Back, by Thomas L. Friedman and Michael Mandelbaum, on sale September 5th, 2011. A New Edition of the Phenomenal #1 Bestseller "One mark of a great book is that it makes you see things in a new way, and Mr. Friedman certainly succeeds in that goal," the Nobel laureate Joseph E. Stiglitz wrote in The New York Times reviewing The World Is Flat in 2005. In this new edition, Thomas L. Friedman includes fresh stories and insights to help us understand the flattening of the world. Weaving new information into his overall thesis, and answering the questions he has been most frequently asked by parents across the country, this third edition also includes two new chapters--on how to be a political activist and social entrepreneur in a flat world; and on the more troubling question of how to manage our reputations and privacy in a world where we are all becoming publishers and public figures. The World Is Flat 3.0 is an essential update on globalization, its opportunities for individual empowerment, its achievements at lifting millions out of poverty, and its drawbacks--environmental, social, and political, powerfully illuminated by the Pulitzer Prize--winning author of The Lexus and the Olive Tree.

The World as It Is

A Memoir of the Obama White House

Author: Ben Rhodes

Publisher: Random House

ISBN: 0525509364

Category: Political Science

Page: 480

View: 2704

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NEW YORK TIMES BESTSELLER • From one of Barack Obama’s most trusted aides comes a revelatory behind-the-scenes account of his presidency—and how idealism can confront harsh reality and still survive. “The closest view of Obama we’re likely to get until he publishes his own memoir.”—George Packer, The New Yorker For nearly ten years, Ben Rhodes saw almost everything that happened at the center of the Obama administration—first as a speechwriter, then as deputy national security advisor, and finally as a multipurpose aide and close collaborator. He started every morning in the Oval Office with the President’s Daily Briefing, traveled the world with Obama, and was at the center of some of the most consequential and controversial moments of the presidency. Now he tells the full story of his partnership—and, ultimately, friendship—with a man who also happened to be a historic president of the United States. Rhodes was not your typical presidential confidant, and this is not your typical White House memoir. Rendered in vivid, novelistic detail by someone who was a writer before he was a staffer, this is a rare look inside the most poignant, tense, and consequential moments of the Obama presidency—waiting out the bin Laden raid in the Situation Room, responding to the Arab Spring, reaching a nuclear agreement with Iran, leading secret negotiations with the Cuban government to normalize relations, and confronting the resurgence of nationalism and nativism that culminated in the election of Donald Trump. In The World as It Is, Rhodes shows what it was like to be there—from the early days of the Obama campaign to the final hours of the presidency. It is a story populated by such characters as Susan Rice, Samantha Power, Hillary Clinton, Bob Gates, and—above all—Barack Obama, who comes to life on the page in moments of great urgency and disarming intimacy. This is the most vivid portrayal yet of Obama’s worldview and presidency, a chronicle of a political education by a writer of enormous talent, and an essential record of the forces that shaped the last decade. Praise for The World as It Is “A book that reflects the president [Rhodes] served—intelligent, amiable, compelling and principled . . . a classic coming-of-age story, about the journey from idealism to realism, told with candor and immediacy . . . His achievement is rare for a political memoir: He has written a humane and honorable book.”—Joe Klein, The New York Times Book Review

Playing for Time

Making Art as if the World Mattered

Author: Lucy Neal

Publisher: Oberon Books

ISBN: 1783196858

Category: Art

Page: 480

View: 6119

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This groundbreaking handbook is a resource for artists, community activists and anyone wishing to reach beyond the facts and figures of science and technology to harness their creativity to make change in the world. Playing for Time explores the pivotal role artists play in rethinking the future; reinventing and reimagining our world at a time of systemic change and uncertainty. Identifying collaborative arts practices emerging in response to planetary challenges, it reclaims a traditional role for artists in the community as truth-tellers and agents of change. 64 experienced artists and activists give voice to a new narrative – shifting society’s rules and values away from consumerism and commodity towards community and collaboration with imagination, humour, ingenuity, empathy and skill. Inspired by the grassroots Transition movement, modelling change in communities worldwide, Playing for Time joins the dots between key drivers of change – in energy, finance, climate change, food and community resilience – and provides ‘recipes for action’ for readers to take up and try.

Between the World and Me

Author: Ta-Nehisi Coates

Publisher: Spiegel & Grau

ISBN: 0679645985

Category: Biography & Autobiography

Page: 176

View: 6364

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Hailed by Toni Morrison as “required reading,” a bold and personal literary exploration of America’s racial history by “the single best writer on the subject of race in the United States” (The New York Observer) #1 NEW YORK TIMES BESTSELLER | NATIONAL BOOK AWARD WINNER | NAACP IMAGE AWARD WINNER | PULITZER PRIZE FINALIST | NATIONAL BOOK CRITICS CIRCLE AWARD FINALIST | NAMED ONE OF THE TEN BEST BOOKS OF THE YEAR BY The New York Times Book Review • O: The Oprah Magazine • The Washington Post • People • Entertainment Weekly • Vogue • Los Angeles Times • San Francisco Chronicle • Chicago Tribune • New York • Newsday • Library Journal • Publishers Weekly In a profound work that pivots from the biggest questions about American history and ideals to the most intimate concerns of a father for his son, Ta-Nehisi Coates offers a powerful new framework for understanding our nation’s history and current crisis. Americans have built an empire on the idea of “race,” a falsehood that damages us all but falls most heavily on the bodies of black women and men—bodies exploited through slavery and segregation, and, today, threatened, locked up, and murdered out of all proportion. What is it like to inhabit a black body and find a way to live within it? And how can we all honestly reckon with this fraught history and free ourselves from its burden? Between the World and Me is Ta-Nehisi Coates’s attempt to answer these questions in a letter to his adolescent son. Coates shares with his son—and readers—the story of his awakening to the truth about his place in the world through a series of revelatory experiences, from Howard University to Civil War battlefields, from the South Side of Chicago to Paris, from his childhood home to the living rooms of mothers whose children’s lives were taken as American plunder. Beautifully woven from personal narrative, reimagined history, and fresh, emotionally charged reportage, Between the World and Me clearly illuminates the past, bracingly confronts our present, and offers a transcendent vision for a way forward. Praise for Between the World and Me “Powerful . . . a searing meditation on what it means to be black in America today.”—Michiko Kakutani, The New York Times “Eloquent . . . in the tradition of James Baldwin with echoes of Ralph Ellison’s Invisible Man . . . an autobiography of the black body in America.”—The Boston Globe “Brilliant . . . [Coates] is firing on all cylinders.”—The Washington Post “Urgent, lyrical, and devastating . . . a new classic of our time.”—Vogue “A crucial book during this moment of generational awakening.”—The New Yorker “Titanic and timely . . . essential reading.”—Entertainment Weekly

Princesses Save the World

Author: Savannah Guthrie,Allison Oppenheim

Publisher: Abrams

ISBN: 1683353773

Category: Juvenile Fiction

Page: 32

View: 1001

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The sequel to the #1 New York Times bestseller Princesses Wear Pants by TODAY’s Savannah Guthrie and parent educator Allison Oppenheim Princess Penelope Pineapple is back and ready to save the day! When she receives an SOS from Princess Sabrina Strawberry, Princess Penny learns that the Strawberry Kingdom’s bees have disappeared. Without bees, how will they enjoy their most precious fruit? Penny knows the power of teamwork, so she calls a meeting of the Fruit Nations! And princesses from around the land—from Princess Beatrice Blueberry to Princess Kira Kiwi—answer the call to help a friend in need. With a little creative thinking and a whole lot of girl power, the princesses work together for bee-utiful results. TODAY’s beloved coanchor Savannah Guthrie and educator Allison Oppenheim have crafted another irresistible tale that celebrates how nothing is sweeter than friendship.

Reality Is Broken

Why Games Make Us Better and How They Can Change the World

Author: Jane McGonigal

Publisher: Penguin

ISBN: 9781101475492

Category: Psychology

Page: 416

View: 8118

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A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. From the Trade Paperback edition.

Playing to the Edge

American Intelligence in the Age of Terror

Author: Michael V. Hayden

Publisher: Penguin

ISBN: 0143109987

Category: Biography & Autobiography

Page: 450

View: 9524

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A "high-level master narrative of America's intelligence wars, from the only person ever to helm both NSA and CIA, at a time of heinous new threats and wrenching change"--Dust jacket flap.

Role-Playing Game Studies

Transmedia Foundations

Author: Sebastian Deterding,José Zagal

Publisher: Routledge

ISBN: 1317268318

Category: Games & Activities

Page: 484

View: 2402

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 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 Fallout 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 transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Heroic Worlds

A History and Guide to Role-playing Games

Author: Lawrence Schick

Publisher: N.A

ISBN: 9780879756536

Category: Games

Page: 448

View: 7099

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Traces the evolution of role-playing games, describes over 1250 individual game systems, recommends systems and products, lists award-winning games, and offers advice for collectors

Of Dice and Men

The Story of Dungeons & Dragons and The People Who Play It

Author: David M. Ewalt

Publisher: Simon and Schuster

ISBN: 145164051X

Category: Biography & Autobiography

Page: 276

View: 6431

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Originally published in hardcover in 2013.