Press Here

  • Filename: press-here.
  • ISBN: 1452154805
  • Release Date: 2016-08-23
  • Number of pages: 56
  • Author: Herve Tullet
  • Publisher: Chronicle Books



Share the hands-on magic of Press Here in this extra-large format that's just right for classrooms and play groups. The big book edition gets whole groups of kids in on the interactive experience and fun of Hervé Tullet's bestselling picture book.

Mix It Up

  • Filename: mix-it-up.
  • ISBN: 1760110957
  • Release Date: 2014-11-01
  • Number of pages: 32
  • Author: Hervé Tullet
  • Publisher:



Use your hand to mix up the colours. It's like magic...Smudge, rub, shake and have fun!..An exuberant invitation to play...'Irresistible.' - 'The Wall Street Journal'

Rules of Play

  • Filename: rules-of-play.
  • ISBN: 0262240459
  • Release Date: 2004
  • Number of pages: 672
  • Author: Katie Salen
  • Publisher: MIT Press



An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

To Save Everything Click Here

  • Filename: to-save-everything-click-here.
  • ISBN: 1846145481
  • Release Date: 2013
  • Number of pages: 413
  • Author: Evgeny Morozov
  • Publisher:



To Save Everything, Click Here, the new book by the acclaimed author of The Net Delusion, Evgeny Morozov, is a penetrating look at the shape of society in the digital age, of the direction in which the 21st Century may take us, and of the alternate paths we can still chooseOur society is at a crossroads. Smart technology is transforming our world, making many aspects of our lives more convenient, efficient and - in some cases - fun. Better and cheaper sensors can now be embedded in almost everything, and technologies can log the products we buy and the way we use them. But, argues Evgeny Morozov, technology is having a more profound effect on us: it is changing the way we understand human society.In the very near future, technological systems will allow us to make large-scale and sophisticated interventions into many more areas of public life. These are the discourses by which we have always defined our civilisation: politics, culture, public debate, morality, humanism. But how will these discourses be affected when we delegate much of the responsibility for them to technology? The temptation of the digital age is to fix everything - from crime to corruption to pollution to obesity - by digitally quantifying, tracking, or gamifiying behaviour. Yet when we change the motivations for our moral, ethical and civic behaviour, do we also change the very nature of that behaviour? Technology, Morozov proposes, can be a force for improvement - but only if we abandon the idea that it is necessarily revolutionary and instead genuinely interrogate why and how we are using it.From urging us to drop outdated ideas of the internet to showing how to design more humane and democratic technological solutions, To Save Everything, Click Here is about why we should always question the way we use technology.'A devastating exposé of cyber-utopianism by the world's most far-seeing Internet guru' John Gray, author of Straw Dogs'Evgeny Morozov is the most challenging - and best-informed - critic of the Techno-Utopianism surrounding the Internet. If you've ever had the niggling feeling, as you spoon down your google, that there's no such thing as a free lunch, Morozov's book will tell you how you might end up paying for it' Brian Eno'A clear voice of reason and critical thinking in the middle of today's neomania' Nassim Taleb, author of The Black Swan'This hard-hitting book argues people have become enslaved to the machines they use to communicate. It is incisive and beautifully written; whether you agree with Morozov or not, he will make you think hard' Richard Sennett, author of TogetherPraise for The Net Delusion:'Gleefully iconoclastic . . . not just unfailingly readable: it is also a provocative, enlightening and welcome riposte to the cyberutopian worldview' Economist'A passionate and heavily researched account of the case against the cyberutopians . . . only by becoming "cyberrealists" can we hope to make humane and effective policy' Bryan Appleyard, New Statesman'Piercing . . . convincing . . . timely' Financial TimesEvgeny Morozov is the author of The Net Delusion: The Dark Side of Internet Freedom (which was the winner of the 2012 Goldsmith Book Prize) and a contributing editor for The New Republic. Previously, he was a visiting scholar at Stanford University, a Scwhartz fellow at the New America Foundation, a Yahoo fellow at the Institute for the Study of Diplomacy at Georgetown, and a fellow at the Open Society Foundations. His monthly column on technology comes out in Slate, Corriere della Sera, El Pais, Frankfurter Allgemeine Zeitung and several other newspapers. He's also written for the New York Times, The Economist, the Wall Street Journal, the Financial Times and the London Review of Books.

Click Here to Start A Novel

  • Filename: click-here-to-start-a-novel.
  • ISBN: 9781101931882
  • Release Date: 2016-07-19
  • Number of pages: 320
  • Author: Denis Markell
  • Publisher: Delacorte Books for Young Readers



Young fans of Ernie Cline's Ready Player One will love this classic video game inspired mystery filled with elements of Escape from Mr. Lemoncello's Library and From the Mixed Up Files of Mrs. Basil E. Frankweiler. What if playing video games was prepping you to solve an incredible real-world puzzle and locate a priceless treasure? Twelve-year-old Ted Gerson has spent most of his summer playing video games. So when his great-uncle dies and bequeaths him the all so-called treasure in his overstuffed junk shop of an apartment, Ted explores it like it’s another level to beat. And to his shock, he finds that eccentric Great-Uncle Ted actually has set the place up like a real-life escape-the-room game! Using his specially honed skills, Ted sets off to win the greatest game he’s ever played, with help from his friends Caleb and Isabel. Together they discover that Uncle Ted’s “treasure” might be exactly that—real gold and jewels found by a Japanese American unit that served in World War II. With each puzzle Ted and his friends solve, they get closer to unraveling the mystery—but someone dangerous is hot on their heels, and he’s not about to let them get away with the fortune. Praise for Click Here to Start: "As addictive as your favorite video game. I couldn't put it down."-Adam Gidwitz, New York Times bestselling author of A Tale Dark and Grimm "Humor, believable characters, and adventure...keeps readers in suspense to the end. A winner for mystery enthusiasts."-Kirkus Reviews "In this clever debut, Markell takes readers on a clue-filled adventure...[and] maintains an energetic, entertaining balance of character-driven narrative and tricky challenges."-Publishers Weekly "Markell's highly entertaining debut novel...is a well-paced read with fully realized and likable characters,...[and] should have strong appeal to gamers, fans of video game-based stories, and reluctant readers."-SLJ "This book will appeal to a wide audience. Readers who enjoyed Schreiber's Game Over, Pete Watson will enjoy the video game component; fans of Fitzgerald's Under the Egg will enjoy reading more about the Monuments Men; detective story aficionados will revel in the inclusion of The Maltese Falcon story. This is a great book to hand to just about any middle grade reader."-YA Books Central A School Library Guild selection An Amazon Best Books of the Month Selection From the Hardcover edition.

The Game of Light

  • Filename: the-game-of-light.
  • ISBN: 0714861898
  • Release Date: 2011-03-30
  • Number of pages: 14
  • Author: Hervé Tullet
  • Publisher: Phaidon Press



Young readers can cast different shapes on a wall using a flashlight and this book with cut-outs on each page. On board pages.

A Composer s Guide to Game Music

  • Filename: a-composer-s-guide-to-game-music.
  • ISBN: 9780262026642
  • Release Date: 2014-02-14
  • Number of pages: 275
  • Author: Winifred Phillips
  • Publisher: MIT Press



A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field.

The Hunger Games

  • Filename: the-hunger-games.
  • ISBN: 9786050355567
  • Release Date: 2015-02-21
  • Number of pages:
  • Author: Suzanne Collins
  • Publisher:



In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. Long ago the districts waged war on the Capitol and were defeated. As part of the surrender terms, each district agreed to send one boy and one girl to appear in an annual televised event called, "The Hunger Games," a fight to the death on live TV. Sixteen-year-old Katniss Everdeen, who lives alone with her mother and younger sister, regards it as a death sentence when she is forced to represent her district in the Games. The terrain, rules, and level of audience participation may change but one thing is constant: kill or be killed.

September Swoon

  • Filename: september-swoon.
  • ISBN: 0271023333
  • Release Date: 2004
  • Number of pages: 258
  • Author: William C. Kashatus
  • Publisher: Penn State Press



"September Swoon" is important because it not only chronicles how the Phillies disintegrated, but also looks at the racial tension surrounding the Phillies star rookie, Richie Allen."

Winning the Publications Game

  • Filename: winning-the-publications-game.
  • ISBN: 9781846192470
  • Release Date: 2009
  • Number of pages: 114
  • Author: Tim Albert
  • Publisher: Radcliffe Publishing



Most books on writing scientific papers leave readers with the impression that they are in for a hard time. This book takes a different approach: it aims to raise standards not by printing rules but by encouraging more people to have a go.

The Game Maker s Apprentice

  • Filename: the-game-maker-s-apprentice.
  • ISBN:
  • Release Date: 2006-07-09
  • Number of pages: 311
  • Author: Jacob Habgood
  • Publisher: Apress



A guide to creating computer games covers such topics as graphics, sound effects, and music and takes users step by step through the process of building different types of games, covering game mechanics, interactivity, designing games with multiple levels and for multiple players, and other important concerns. Original. (Beginner)

Bring Your A Game

  • Filename: bring-your-a-game.
  • ISBN: PSU:000067089857
  • Release Date: 2009-12
  • Number of pages: 202
  • Author: Jennifer L. Etnier
  • Publisher: Univ of North Carolina Pr



Introduces young athletes to the mental strategies that can be used to enhance their performance, including goal-setting, imagery, positive attribution, energy management, and dealing with disappointment and adversity.

That Mad Game

  • Filename: that-mad-game.
  • ISBN: 9781935955221
  • Release Date: 2012
  • Number of pages: 230
  • Author: Jessica Lynn Powers
  • Publisher: Cinco Puntos Press



Coming of age during a time of war: fighting, dying, surviving. First-person accounts from around the world.

Inventing the Medium

  • Filename: inventing-the-medium.
  • ISBN: 0262016141
  • Release Date: 2012-01
  • Number of pages: 483
  • Author: Janet H. Murray
  • Publisher: MIT Press (MA)



Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits--whether games or Web pages, robots or the latest killer apps--as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations--creative exercises for students and thought experiments for practitioners--that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

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