You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Do you know how many post boxes there are in the UK? Could you guess how many times the word 'goat' appear in the King James Version of the bible? Fancy playing a game of charades where all of the books, films and plays are entirely made up? Now, look around the room. Is anyone there the kind of person who’ll say ‘I just don’t understand this’, when faced with something that’s not just perfectly easy to understand, but is ... well, fun? Ask them to leave. Have they gone? Good. Now welcome inside the House of Games ... Featuring questions based on some of the most loved rounds from the hit BBC2 show, including Roonerspisims, Venn Will I Be Famous?, Dim Sums and Answer Smash, Richard Osman’s House of Games Quiz Book is the ultimate test of wit, wisdom and imagination. Curated by Richard Osman and Alan Connor and featuring over 50 new and exclusive games to try out, this is your chance to step inside the House of Games and pitch your trivia skills against your family and friends. Quirky, unique and exactly the right amount of silly, House of Games contains hours of guaranteed fun!
In September 1666, a struggle between two secret societies threatens to destroy London. Three hundred years previously the Praesidum defeated and incarcerated a demon beneath the city. Now the Liberati aim to release it and gain its power for themselves.
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.
None
Is Nine-Men Morris, in the hands of perfect players, a win for white or for black - or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches and minies? This book deals with combinatorial games, that is, games not involving chance or hidden information. Their study is at once old and young: though some games, such as chess, have been analyzed for centuries, the first full analysis of a nontrivial combinatorial game (Nim) only appeared in 1902. The first part of this book will be accessible to anyone, regardless of background: it contains introductory expositions, reports of unusual tournaments, and a fascinating article by John H. Conway on the possibly everlasting contest between an angel and a devil. For those who want to delve more deeply, the book also contains combinatorial studies of chess and Go; reports on computer advances such as the solution of Nine-Men Morris and Pentominoes; and theoretical approaches to such problems as games with many players. If you have read and enjoyed Martin Gardner, or if you like to learn and analyze new games, this book is for you.
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.
Five friends. One reunion. One bloodbath. The reunion of five friends quickly descends into carnage in Richard Laymon's terrifying novel Blood Games. Perfect for fans of Dean Koontz and Joe Hill. They meet for one week every year, five young women, best friends since college, in search of fun and thrills. Each year they choose a different place for their reunion. This year it's Helen's choice, and she chose the Totem Pole Lodge. Bad choice. The Totem Pole Lodge is a deserted resort hotel deep in the woods with a gory, shocking past. Helen has a macabre streak and she can't wait to tell her friends all about what happened at the lodge and why it's now abandoned. But Helen and the others are i...
Tom Oakley experiences disturbing episodes of deja-vu and believes he is going mad. Then, he discovers that he's a "Walker" - someone who can transport himself to other times and places. Tom dreams about other "Walkers" in moments of mortal danger: Edward Dyson killed in a battle in 1879; Mary Brown who perished in the Great Fire of London; and Charlie Hawker, a sailor who drowned on a U-boat in 1943. Agreeing to travel back in time and rescue them, Tom has three dangerous adventures, before returning to the present day. But Tom's troubles have only just begun. He finds that he's drawn the attention of evil individuals who seek to bend history to their will. Soon, Tom's family are obliterated from existence and Tom must make a choice between saving them and saving his entire world. Tomorrow's Guardian is a Young Adult Fantasy Novel."
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additi...