148 pages , Routledge , 2015-03-05 Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such...[Read More]
148 pages , Routledge , 2015-03-05 Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such...[Read More]
44 pages , 2014-03 Games You Can Play With Your Pussy and lots of other stuff cat owners should know. Hilarious, humorous book that will leave every cat-lover rolling with laughter. Includes Naming Your Pussy, How to Feed Your Pussy, Sleeping with Your Pussy, Disciplining Your Pussy, How to Handle A Hot Pussy and lots more. Very entertaining but it helps to have a somewhat perve...[Read More]
144 pages , Walter Foster Jr , 2017-10-01 101 Video Games to Play Before You Grow Up is the unofficial guide for the best video games every gamer needs to try! How many have you played? Each page in this interactive handbook offers behind-the-scenes tidbits and trivia about the games that belong on your bucket list, along with parental rating guidelines, series backgroun...[Read More]
358 pages , Oxford University Press, USA , 2014 There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designer...[Read More]
216 pages , MIT Press , 2018-01-26 A new perspective on games and families -- Strengthening family relations -- Family learning and video games -- Understanding oneself, each other, and the world -- Developing a learning culture through gaming -- Designing for intergenerational play
228 pages , Rae John Publishing Company , 1981 This book is designed to assist correctional employees learn the sort of manipulation prisoners use and how to control them.
174 pages , Springer Nature , 2019-11-22 In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning t...[Read More]
160 pages , Running Press Adult , 2020-07-14 Revisit your favorites, find something new, or play your way through this light-hearted guide to the most celebrated and iconic arcade, console, and computer games from the 1950s to the 2000s. An accessible, informative look at the history and evolution some of the most popular and iconic video games from their early beginning...[Read More]
144 pages , Waldorf Early Childhood Association of North Ameri , 2018-01-20 ¿Please, can we play games now?¿ is a frequent plea in the early childhood classroom. Children explore and relate to their world through play, and something magical happens when it¿s time for games and a caring adult dons the cloak of playful lightheartedness. A regular offering of appropriate...[Read More]
254 pages , CRC Press , 2019-07-01 The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide...[Read More]
362 pages , MIT Press , 2009-08-07 An examination of subversive games—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptua...[Read More]