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Author
Description
"Whether it's a favorite television show, an artist at the top of the music charts, a best-selling book, or a hometown sports team, we love entertainment. It's a big business and in this accessible introduction, Andi Stein and Beth Bingham Evans give readers a glimpse inside the industry, to better understand how each segment operates and the challenges and trends it faces. Each chapter addresses a different segment of the entertainment industry."...
Author
Description
"In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games--from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille,...
Author
Description
Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material...
Description
"This volume brings together studies, research syntheses, and critical commentaries that examine play-literacy relationships from cognitive, ecological, and cultural perspectives. The cognitive view focuses on mental processes that appear to link play and literacy activities; the ecological stance examines opportunities to engage in literacy-related play in specific environments; the social-cultural position stresses the interface between the literacy...
Author
Description
"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,...
Author
Description
"With more than 20 years of coaching and teaching experience, authors Anthony Dowson and Keith Morris have developed and adapted an array of activities and games from their own everyday use when teaching children. Inside you will find a range of warm-up ideas, games, skill practices and sport-specific activities to motivate children and encourage active participation." "Anyone who has the responsibility of organising activities for young people will...
Author
Description
Synopsis: Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat...
Description
"In recent years numerous films, television series, comic books, graphic novels and video games have featured time travel narratives, with characters jumping backward, forward and laterally through time. No rules govern time travel in these stories. The fluid forms of imagined time travel have fascinated audiences and prompted debate since at least the 19th century"--
Description
Play has been part of early childhood programs since the initial kindergarten developed by Friedreich Froebel more than one hundred and fifty years ago. While research shows that most teachers value children's play, they often do not know how to guide that play to make it more educational. Too often, in reflecting the value of child-initiated activities, teachers set the stage for children's play, observe it, but hesitate to intervene in that play....
Description
"The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Magnavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play....
Author
Description
"This is the first book to look at the relationship between author and reader in terms of a 'game'. It directs attention to the various means by which an author will 'play' with his reader, and gives examples of the different degrees to which authors of all countries and of all ages have sought to puzzle, to intrigue, or to vex."--Back cover.
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Description
Considering the rationale for outdoor play as a key feature of the curriculum for young children, this title offers advice, suggestions and examples of practice in planning for learning and teaching through outdoor play, presenting details of organizations that can support outdoor play provision.
Description
Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on "Monopoly" or even on "Magic: the Gathering." Yet it is widely believed that the market for electronic literature -- predicted by some to be the future of the written word -- languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of "Riding the Bullet"...
Author
Description
You see it in every schoolyard: the girls play only with girls, the boys play only with boys. Why? And what do the kids think about this? Breaking with familiar conventions for thinking about children and gender, Gender Play develops fresh insights into the everyday social worlds of kids in elementary schools in the United States. Barrie Thorne draws on her daily observations in the classroom and on the playground to show how children construct and...
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