Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Tomorrow, and Tomorrow, and Tomorrow
  • Language: en
  • Pages: 417

Tomorrow, and Tomorrow, and Tomorrow

ONE OF THE NEW YORK TIMES’ BEST BOOKS OF THE 21ST CENTURY • A NEW YORK TIMES BESTSELLER • A GLOBE AND MAIL BESTSELLER • A JIMMY FALLON BOOK CLUB PICK In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends—often in love, but never lovers—come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. “Utterly brilliant. In this sweeping, gorgeously written novel, Gabrielle Zevin charts the beauty, tenacity, and fragility of human love and creativity. Tomorrow, and Tomorrow, and Tomorrow is one of the best books I've ever read.” ...

Gabriel's Ark
  • Language: en
  • Pages: 68

Gabriel's Ark

Because thirteen-year-old Gabe is mentally disabled and has special needs, his rabbi and family create an unconventional bar mitzvah for him, one centered around the story of Noah's ark.

Understanding Video Games
  • Language: en
  • Pages: 445

Understanding Video Games

The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.

The Video Games Guide
  • Language: en
  • Pages: 385

The Video Games Guide

  • Type: Book
  • -
  • Published: 2013-01-17
  • -
  • Publisher: McFarland

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

The Sacred & the Digital
  • Language: en
  • Pages: 182

The Sacred & the Digital

  • Type: Book
  • -
  • Published: 2019-04-18
  • -
  • Publisher: MDPI

Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Gabriel's Testatent
  • Language: en
  • Pages: 244

Gabriel's Testatent

  • Type: Book
  • -
  • Published: 1891
  • -
  • Publisher: Unknown

None

101 Great Games for Kids
  • Language: en
  • Pages: 209

101 Great Games for Kids

Children learn best when they hear the rich stories from Scripture over and over again. Just sitting and listening, however, can become boring. This volume, a collection of 101 active games for Christian education programs suitable for children ages 3–12, will help dispel any boredom. Divided into four sections, 101 Great Games for Kids brings Scripture to life through active games that get kids up and moving rather than sitting in their chairs. This is a book that mainline professionals and lay leaders can turn to for a quick idea or when they are creating lesson plans. Each of the 101 games are presented in ways that adults can use immediately. Key Benefits: Children are enabled to learn the rich stories from Scripture through fun and active games; Christian educators will find a wealth of new, flexible ideas that will easily fit their educational programs and Sunday school lessons

Feminism in Play
  • Language: en
  • Pages: 274

Feminism in Play

  • Type: Book
  • -
  • Published: 2018-10-04
  • -
  • Publisher: Springer

Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.

Judged by Love
  • Language: en
  • Pages: 442

Judged by Love

In this era of war, mendacity, clerical and political scandal, and personal disillusion, I hoped that the example of Bill's love of the Church, his love of the priesthood, his love of people...and his love of the woman he married could show that life can be lived honestly, uprightly, fulfillingly...and with kindness and humor." -Author Javan Kienzle Author William X. Kienzle touched readers, both on and off the page. His 24 Father Robert Koesler mysteries attracted an ever-growing following of faithful and new fans alike, while his status as a highly intelligent and thoughtful ex-priest sparked curiosity and interest in his unique perspective. When Bill died suddenly in December 2001 his rea...

The Traditional Games of England, Scotland, and Ireland
  • Language: en
  • Pages: 410

The Traditional Games of England, Scotland, and Ireland

Reproduction of the original: The Traditional Games of England, Scotland, and Ireland by Alice Bertha Gomme