Reality Is Broken

Reality Is Broken Author Jane McGonigal
ISBN-10 1101475498
Release 2011-01-20
Pages 416
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A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. From the Trade Paperback edition.



Reality is Broken

Reality is Broken Author Jane McGonigal
ISBN-10 9781409028987
Release 2011-02-10
Pages 416
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We are living in a world full of games. More than 31 million people in the UK are gamers. The average young person will spend 10,000 hours gaming by the age of twenty-one. The future belongs to those who play games. In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.



Reality is Broken

Reality is Broken Author Jane McGonigal
ISBN-10 0099540282
Release 2012
Pages 396
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We are living in a world full of games. More than 31 million people in the UK are gamers. The average young person will spend 10,000 hours gaming by the age of twenty-one. The future belongs to those who play games. In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.



SuperBetter

SuperBetter Author Jane McGonigal
ISBN-10 9780698185500
Release 2015-09-15
Pages 480
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An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again. From the Hardcover edition.



Making Ideas Happen

Making Ideas Happen Author Scott Belsky
ISBN-10 9780141971056
Release 2011-06-02
Pages 256
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Thomas Edison famously said that genius is 1% inspiration, 99% perspiration. Every day new solutions, revolutionary cures, and artistic breakthroughs are conceived and squandered by smart people. Along with the gift of creativity come the obstacles to making ideas happen: lack of organisation, lack of accountability and a lack of community support. Scott Belsky has interviewsed hundreds of the most productive creative people and teams in the world, revealing one common trait: a carefully trained capacity for executing ideas. Implementing your ideas is a skill that can be taught, and Belshy distills the core principles in this book. While many of us obsess about discovering great new ideas, Belsky shows why it is better to develop the capacity to make ideas happen - using old-fashioned passion and perspiration. Making Ideas Happen reveals the practical yet counterintuitive techniques of 'serial creatives' - those few who make their visions a reality.



Power Play

Power Play Author Asi Burak
ISBN-10 9781250089342
Release 2017-01-31
Pages 288
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The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.



Never Broken

Never Broken Author Jewel
ISBN-10 9780698192102
Release 2015-09-15
Pages 384
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New York Times bestselling poet and multi-platinum singer-songwriter Jewel explores her unconventional upbringing and extraordinary life in an inspirational memoir that covers her childhood to fame, marriage, and motherhood. When Jewel’s first album, Pieces of You, topped the charts in 1995, her emotional voice and vulnerable performance were groundbreaking. Drawing comparisons to Joan Baez and Joni Mitchell, a singer-songwriter of her kind had not emerged in decades. Now, with more than thirty million albums sold worldwide, Jewel tells the story of her life, and the lessons learned from her experience and her music. Living on a homestead in Alaska, Jewel learned to yodel at age five, and joined her parents’ entertainment act, working in hotels, honky-tonks, and biker bars. Behind a strong-willed family life with an emphasis on music and artistic talent, however, there was also instability, abuse, and trauma. At age fifteen, she moved out and tasked herself with a mission: to see if she could avoid being the kind of statistic that her past indicated for her future. Soon after, she was accepted to the prestigious Interlochen Arts Academy in Michigan, and there she began writing her own songs as a means of expressing herself and documenting her journey to find happiness. Jewel was eighteen and homeless in San Diego when a radio DJ aired a bootleg version of one of her songs and it was requested into the top-ten countdown, something unheard-of for an unsigned artist. By the time she was twenty-one, her debut had gone multiplatinum. There is much more to Jewel’s story, though, one complicated by family legacies, by crippling fear and insecurity, and by the extraordinary circumstances in which she managed to flourish and find happiness despite these obstacles. Along her road of self-discovery, learning to redirect her fate, Jewel has become an iconic singer and songwriter. In Never Broken she reflects on how she survived, and how writing songs, poetry, and prose has saved her life many times over. She writes lyrically about the natural wonders of Alaska, about pain and loss, about the healing power of motherhood, and about discovering her own identity years after the entire world had discovered the beauty of her songs. From the Hardcover edition.



Extra Lives

Extra Lives Author Tom Bissell
ISBN-10 9780307379283
Release 2010-06-08
Pages 208
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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 reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading. From the Hardcover edition.



Philosophy and Simulation

Philosophy and Simulation Author Manuel DeLanda
ISBN-10 9781441170286
Release 2011-03-24
Pages 226
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For the Win

For the Win Author Kevin Werbach
ISBN-10 9781613630235
Release 2012-10-30
Pages 148
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Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.



My Ox Is Broken

My Ox Is Broken Author Adam-Troy Castro
ISBN-10 9781941631454
Release 2015-01-06
Pages 472
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The Amazing Race is a reality show like no other and it has the best set around. Bestselling novelist, Adam-Troy Castro, explores The Amazing Race in My Ox is Broken! one of the first books ever published about one of the best reality television programs around. From Thailand to Greenland, this show has consistently gone where no other show has gone before, and Castro continues the excitement of the Race in a book that is funny, entertaining, and unique—just like the show itself. The Amazing Race has hooked viewers for all the right reasons and it doesn’t show any signs of stopping. My Ox is Broken! is the best reading companion for any fan of this hit show or for any fan of reality television at its best.



Broken for You

Broken for You Author Stephanie Kallos
ISBN-10 1555846572
Release 2007-12-01
Pages 400
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National best seller and Today show Book Club selection, Broken for You is the story of two women in self-imposed exile whose lives are transformed when their paths intersect. Stephanie Kallos's debut novel is a work of infinite charm, wit and heart. It is also a glorious homage to the beauty of broken things. When we meet septuagenarian Margaret Hughes, she is living alone in a mansion in Seattle with only a massive collection of valuable antiques for company. Enter Wanda Schultz, a young woman with a broken heart who has come west to search for her wayward boyfriend. Both women are guarding dark secrets and have spent many years building up protective armor against the outside world. As their tentative friendship evolves, the armor begins to fall away and Margaret opens her house to the younger woman. This launches a series of unanticipated events, leading Margaret to discover a way to redeem her cursed past, and Wanda to learn the true purpose of her cross-country journey. Both funny and heartbreaking, Broken for You is a testament to the saving graces of surrogate families and shows how far the tiniest repair jobs can go in righting the world's wrongs.



Play Anything

Play Anything Author Ian Bogost
ISBN-10 9780465096503
Release 2016-09-13
Pages 288
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How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds-forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.



Broken Monsters

Broken Monsters Author Lauren Beukes
ISBN-10 9780316216838
Release 2014-09-16
Pages 448
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"Scary as hell and hypnotic. I couldn't put it down...I'd grab it if I were you." --Stephen King A criminal mastermind creates violent tableaus in abandoned Detroit warehouses in Lauren Beukes's new genre-bending novel of suspense. Detective Gabriella Versado has seen a lot of bodies. But this one is unique even by Detroit's standards: half boy, half deer, somehow fused together. As stranger and more disturbing bodies are discovered, how can the city hold on to a reality that is already tearing at its seams? If you're Detective Versado's geeky teenage daughter, Layla, you commence a dangerous flirtation with a potential predator online. If you're desperate freelance journalist Jonno, you do whatever it takes to get the exclusive on a horrific story. If you're Thomas Keen, known on the street as TK, you'll do what you can to keep your homeless family safe--and find the monster who is possessed by the dream of violently remaking the world. If Lauren Beukes's internationally bestselling The Shining Girls was a time-jumping thrill ride through the past, her Broken Monsters is a genre-redefining thriller about broken cities, broken dreams, and broken people trying to put themselves back together again.



Death by Video Game

Death by Video Game Author Simon Parkin
ISBN-10 9781782831433
Release 2015-08-13
Pages 318
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Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.



Broken

Broken Author CJ Lyons
ISBN-10 9781402285462
Release 2013-11-05
Pages 336
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"Laurie Halse Anderson's Speak meets Kathy Reichs' Virals." —bookseller Jill Moore, Square Books Jr. New York Times bestselling author CJ Lyons makes her YA debut with a taut, riveting thriller hailed as "an intense page-turner" by April Henry, bestselling author of The Girl Who Was Supposed to Die. WOULD YOU PUT YOUR LIFE ON THE LINE TO BE NORMAL? Diagnosed with a rare and untreatable heart condition, Scarlet has come to terms with the fact that she's going to die. Literally of a broken heart. It could be tomorrow, or it could be next year. But the clock is ticking... All Scarlet asks is for a chance to attend high school—even if just for a week-a chance to be just like everyone else. But Scarlet can feel her heart beating out of control with each slammed locker and vicious taunt. Is this normal? Really? Yet there's more going on than she knows. And finding out the truth might just kill Scarlet before her heart does... Praise for CJ Lyons: "A great thriller-action packed, authentic, and intense." #1 New York Times bestselling author Lee Child "A pulse-pounding adrenalin rush!" #1 New York Times bestselling author Lisa Gardner "A high-stakes adventure with dire consequences." —New York Times bestselling author Steve Berry "A compelling new voice in thrillers...the characters come alive." —New York Times bestselling author Jeffery Deaver "Harrowing, emotional, action-packed and brilliantly realized. CJ Lyons writes with the authority only a trained physician can bring to a story, blending suspense and friendship into an irresistible read." —New York Times bestselling author Susan Wiggs



The End of Europe

The End of Europe Author James Kirchick
ISBN-10 9780300227789
Release 2017-03-07
Pages 256
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Once the world’s bastion of liberal, democratic values, Europe is now having to confront demons it thought it had laid to rest. The old pathologies of anti-Semitism, populist nationalism, and territorial aggression are threatening to tear the European postwar consensus apart. In riveting dispatches from this unfolding tragedy, James Kirchick shows us the shallow disingenuousness of the leaders who pushed for “Brexit;” examines how a vast migrant wave is exacerbating tensions between Europeans and their Muslim minorities; explores the rising anti-Semitism that causes Jewish schools and synagogues in France and Germany to resemble armed bunkers; and describes how Russian imperial ambitions are destabilizing nations from Estonia to Ukraine. With President Trump now threatening to abandon America's traditional role as upholder of the liberal world order and guarantor of the continent's security, Europe may be alone in dealing with these unprecedented challenges. Based on extensive firsthand reporting, this book is a provocative, disturbing look at a continent in unexpected crisis.