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Skin Deep
  • Language: en
  • Pages: 62

Skin Deep

Mackenzie "Mack" Shaw coaches the Lady Rebels, a women's college basketball team. Her players think she's approachable and fun, and when two of them ask her to tag along to the Richmond Tattoo Arts Festival, she agrees, but she isn't interested in getting inked. At the Festival, Mack meets Heather Kelley, an androgynous-looking tattoo artist who piques her interest. Flirtatious small talk leads to a first date, and the two women really hit it off. The new basketball season keeps Mack busy, and Heather has personal issues that prevent her from committing fully to a relationship. But as the months go by, Mack and Heather form a deeper connection through texts and phone calls and the occasional get-together, even if they don't have time to officially "date." Despite their growing closeness, Mack can't help feeling there's something Heather is hiding from her. Then, as she's coming home from an away game, she receives the dreaded text, We need to talk . Is Heather finally ready to share her deepest secret with Mack? Is she ready to explain why some people call her Heath? Mack's in love with Heather, but is the love she feels more than skin deep?

Digital Love
  • Language: en
  • Pages: 316

Digital Love

  • Type: Book
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  • Published: 2017-11-02
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  • Publisher: CRC Press

Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it. Key Features: Examines the past, present, and future of romance in single-player, role-playing games Discusses common presentations of romance in single-player, role-playing games— both in the category and game mechanics that drive romance Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games Explains the notion of the empathic game and explores its importance in relation to romance in game design

Adventures of Superman
  • Language: en
  • Pages: 448

Adventures of Superman

  • Type: Book
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  • Published: Unknown
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  • Publisher: Unknown

he 1980s Superman stories by celebrated writer and artist George Pérez are collected in a new hardcover volume! These tales include a face-off with Brainiac, a team-up with O.M.A.C., the start of Superman’s New 52 adventures, and much more. Collects DC Comics Presents #61, Action Comics #643-652 and Annual #2, and Superman #1-6 (2011 series).

From Barbie® to Mortal Kombat
  • Language: en
  • Pages: 400

From Barbie® to Mortal Kombat

  • Type: Book
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  • Published: 2000-02-28
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  • Publisher: MIT Press

Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to creat...

Millennial Monsters
  • Language: en
  • Pages: 356

Millennial Monsters

Millennial Monsters explores the global popularity of Japanese consumer culture--including manga (comic books), anime (animation), video games, and toys--and questions the make-up of fantasies nand capitalism that have spurred the industry's growth.

Report of the Clerk of the House from ...
  • Language: en
  • Pages: 2012

Report of the Clerk of the House from ...

  • Type: Book
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  • Published: 1995
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  • Publisher: Unknown

Covers receipts and expenditures of appropriations and other funds.

Space Time Play
  • Language: en
  • Pages: 496

Space Time Play

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

Cases on Institutional Research Systems
  • Language: en
  • Pages: 429

Cases on Institutional Research Systems

  • Type: Book
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  • Published: 2011-10-31
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  • Publisher: IGI Global

Institutional research (IR) is a growing, applied, and interdisciplinary area that attracts people from a variety of fields, including computer programmers, statisticians, and administrators and faculty from every discipline to work in archiving, analyzing, and reporting on all aspects of higher education information systems. Cases on Institutional Research Systems is a reference book for institutional research, appealing to novice and expert IR professionals and the administrators and policymakers that rely on their data. By presenting a variety of institutional perspectives, the book depicts the challenges and solutions to those in higher education administration, and state, federal, and even international accreditation.

Cross-Media Communications
  • Language: en
  • Pages: 296

Cross-Media Communications

  • Type: Book
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  • Published: 2010
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  • Publisher: Lulu.com

This text is an introduction to the future of mass media and mass communications - cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based tutorials in cross-media development. The text introduces fundamental terms and concepts, and provides a solid overview of cross-media communications, one that builds from a general introduction to a specific examination of media and genres to a discussion of the concepts involved in designing and developing cross-media communications. There is also an accompanying DVD-ROM full of hands-on exercises that shows how cross-media can be applied. For the DVD-ROM: http: //www.lulu.com/content/817927

Game Design Workshop
  • Language: en
  • Pages: 528

Game Design Workshop

  • Type: Book
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  • Published: 2014-03-05
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  • Publisher: CRC Press

Create the Digital Games You Love to PlayDiscover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. E