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Featuring a wealth of high-quality photographs, this text describes clouds in a captivating and visual way. The science behind why clouds form and the meteorological context in which the clouds appear is presented in a detailed yet straightforward approach accessible to any reader.
Unlock the power of your identity... In Magical Identity, Taylor Ellwood explores how you can change your identity and why making changes to your identity is the most effective magical practice you'll ever learn for getting results. In this book you will learn: Advanced neuro-magic techniques for working with your body consciousness and neurotransmitter entities. The web of Time and Space, a space/time magic technique for changing your identity. Space/time tarot magic techniques or evoking possibilities into results. Imagination and memory techniques for manifesting possibilities into results using your identity. How to use non-linear time to transform possibilities into results. And much, much more. Effective practical magic is magic that includes identity, and in this book you'll learn why. Magical Identity shows you how to transform who you are, to get the results you want.
Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.
In the sequel to Sword of Fire and Sea, Vidarian Rulorat faces the consequences of opening the gate between worlds. Called into service by the desperate young emperor of Alorea, Vidarian must lead sky ships in a war against the neighboring southern empire, train the demoralized imperial Sky Knights to ride beasts that now shapeshift, master his own amplified elemental magic, and win back Ariadel—all without losing his mind. From the Trade Paperback edition.
An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games a...
This book is a focused, comprehensive reference on recent research on severe convective storms and tornadoes. It will contain many illustrations of severe storm phenomena from mobile Doppler radars, operational Doppler radars, photographs and numerical simulations.
"This book re-evaluates the way we examine today's digital media environment By looking at how popular culture uses different digital technologies, Digital Fandom bolsters contemporary media theory by introducing new methods of analysis Using the exemplars of alternate reality gaming and fan studies, this book takes into account a particular "philosophy of playfulness" in today's media in order to establish a "new media studies."" "Digital Fandom augments traditional studies of popular media fandom with descriptions of the contemporary fan in a converged media environment. The book shows how changes in the study of fandom can be applied in a larger scale to the study of new media in general,...
In 1958 or 1959 (we're not sure which), Eris, the Goddess of Confusion, sent an Emperor Penguin to a bowling alley in California. It appeared before Malaclypse the Younger and Lord Omar Khayyam Ravenhurst and inspired them to create the Discordian Society: a tribe of philosophers, theologians, magicians, scientists, artists, clowns, and similar maniacs. The Et Cetera Discordia proudly celebrates 50th the anniversary of this prophetic vision. It is a collage of the funny, weird, and often profound writings and art created by numerous modern (and post-modern) Discordians. This book is an invitation to join them in exploring, celebrating, and remixing this strange and exciting century.
It's the most influential religion you've never heard of: Discordianism took the world by storm when it was revealed to two young hippies in 1958 or 1959. Who would have thought this goofy nuttiness would eventually turn into a worldwide caper involving the assassination of a US President, Timothy Leary, a rubber gorilla, a ten hour play, a million pounds of burnt cash, the German secret service, a pumpkin launching trebuchet, the Electronic Frontier Foundation, Charles Manson, twelve arrested New Orleans Mardi Gras participants, a series of murders, Kermit the frog, and an extremely confused Australian who wrote this very silly book? Not me, that's for sure.