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Glued to Games

Glued to Games
Author: Scott Rigby
Publisher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2011-02-18
Genre: Social Science
ISBN: 0313362254

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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.


Glued to Games

Glued to Games
Author: Scott Rigby
Publisher: Bloomsbury Publishing USA
Total Pages: 323
Release: 2011-02-18
Genre: Social Science
ISBN:

Download Glued to Games Book in PDF, ePub and Kindle

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.


Glued to the Set

Glued to the Set
Author: Steven D. Stark
Publisher:
Total Pages: 484
Release: 1998
Genre: Current Events
ISBN: 9780385324113

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Call it literate fun. Ranging from the 1940's to the 1990's and focusing on 60 programs that will surprise you, Stark comments on TV history in a smart, pithy voice and reveals how as a nation we've moved from Lucy and Ricky to Roseanne and Dan; from Howdy Doody to Sesame Street -- and what that says about us.You may think you know television -- but when Steven Stark is finished pushing your buttons with fighting words and brilliant insights, you'll see what television has done to us as a nation in a whole new way. From Beaver to Roseanne, Ed Sullivan to Oprah, Monday Night Football to MTV, Stark takes us on a guided tour of the tube, providing startling revelations about the power of its sixty most important shows and events in the history of television. He catches in bright focus a hilarious, strange, and compelling image of ourselves as reflected on the small screen, and he shows us, with striking logic, the awesome power of television over our future and our fate.


Glue

Glue
Author: Irvine Welsh
Publisher: W. W. Norton & Company
Total Pages: 480
Release: 2001-05-17
Genre: Fiction
ISBN: 0393343677

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An epic novel about the bonds of friendship from the author of Trainspotting. The story of four boys growing up in the Edinburgh projects, Glue is about the loyalties, the experiences, and the secrets that hold friends together through three decades. The boys become men: Juice Terry, the work-shy fanny-merchant, with corkscrew curls and sticky fingers; Billy the boxer, driven, controlled, playing to his strengths; Carl, the Milky Bar Kid, drifting along to his own soundtrack; and the doomed Gally, exceedingly thin-skinned and vulnerable to catastrophe at every turn. We follow their lives from the seventies into the new century—from punk to techno, from speed to E. Their mutual loyalty is fused in street morality: Back up your mates, don't hit women, and, most important, never snitch—on anyone. Glue has the Irvine Welsh trademarks—crackling dialogue, scabrous set pieces, and black, black humor—but it is also a grown-up book about growing up; about the way we live our lives, and what happens to us when things become unstuck.


The Complete Book of Activities, Games, Stories, Props, Recipes, and Dances for Young Children

The Complete Book of Activities, Games, Stories, Props, Recipes, and Dances for Young Children
Author: Pamela Byrne Schiller
Publisher: Gryphon House, Inc.
Total Pages: 644
Release: 2003
Genre: Education
ISBN: 9780876592809

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Trying to play a game but can t remember the rules? Looking for your favorite no-bake cookie recipe? It s all right here This book is chock-full of more than 500 ways to enhance any curriculum."


Game Design Workshop

Game Design Workshop
Author: Tracy Fullerton
Publisher: CRC Press
Total Pages: 851
Release: 2018-08-06
Genre: Computers
ISBN: 1351597698

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This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.


Glued to the Tube

Glued to the Tube
Author: Cheryl Pawlowski
Publisher:
Total Pages: 0
Release: 2000
Genre: Television addiction
ISBN: 9781570714597

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A media ecologist's view of the US's love affair with television and its effects on social and familial structures, as well as her impassioned arguments for turning the TV off. Pawlowski (speech communication, U. of Northern Colorado) outlines, for the general reader, the problems with television programming for regular viewers and, particularly, their families. She traces the history of TV viewing, including how programs have changed and what societal values this reflects or creates; the many roles the TV now fulfills that were previously occupied by people (family manager, gender mentor, sexual advisor, hero, friend, etc.); and what the future holds and how people may wean themselves from watching. Annotation copyrighted by Book News Inc., Portland, OR


Grand Theft Childhood

Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
Total Pages: 275
Release: 2008-04-15
Genre: Family & Relationships
ISBN: 1416564691

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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.


Jack

Jack
Author: Jack Welch
Publisher: Business Plus
Total Pages: 466
Release: 2003-10-01
Genre: Business & Economics
ISBN: 0759509212

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The most widely respected CEO in America looks back on his brilliant career at General Electric and reveals his personal business philosophy and unique managerial style. Nearly 20 years ago, former General Electric CEO Reg Jones walked into Jack Welch's office and wrapped him in a bear hug. "Congratulations, Mr. Chairman," said Reg. It was a defining moment for American business. So begins the story of a self-made man and a self-described rebel who thrived in one of the most volatile and economically robust eras in U.S. history, while managing to maintain a unique leadership style. In what is the most anticipated book on business management for our time, Jack Welch surveys the landscape of his career running one of the world's largest and most successful corporations.


Card Games Properly Explained

Card Games Properly Explained
Author: Arnold Marks
Publisher: Hachette UK
Total Pages: 176
Release: 2010-10-28
Genre: Games & Activities
ISBN: 0716022591

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If you have never played cards before, this book is the ideal introduction. Or if you have a basic idea of the rules of some games, it will help you extend your existing knowledge and add new games to your repertoire. You will learn all the basic rules, understand the reasons why players play certain cards, discover the winning strategies and always be able to play the right card at the right time. The book covers all the most popular card games, including: Whist, Solo, Napoleon, Clobbiosh, Belot, Black Maria, Piquet, Five Hundred, Poker, Brag, Cassino, Rummy, Kaluki, Gin Rummy, Canasta, Cribbage and Pontoon.