Esports continue to captivate audiences worldwide, but few understand the unique demands placed on the athletes. Conditioning for Esports: A Guide to Training and Performance is the first resource of its kind to explore the specific training needs of serious gamers. Written by top experts in the esport field, it applies evidence-based knowledge to ......
50 Everyday Yoga Poses for Calm, Happy, Healthy Kids
Learn which way to bend your legs to sit like a lotus, how to balance in boat pose, and spread your arms wide to stand like a warrior!
Children aged 4+ can use these fun flash cards to learn how to do 50 common yoga poses, either alone, in pairs or in groups. Each card shows exactly where each body part needs to go ......
The Queens Gambit is one of the great classical openings. All the world champions and elite players have played this opening - most of them for both sides. In this book the highly experienced coach international master Andrew Martin explains the basic ideas behind all the different variations you can encounter after 1 d4 d5 2 c4.
Starting Out: The Accelerated Dragon is a further addition to Everymans best-selling Starting Out series, which has been acclaimed for its original approach to tackling chess openings.
History, Myth, and Violence in the Video Game West
While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games' Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead ......
History, Myth, and Violence in the Video Game West
While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games' Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead ......
Are you a social or recreational poker player? Would you like to improve your game and win a bit more often? Do you have 30 minutes a day to spare? Then this is the book for you.
Expand and enrich your Best Friends activity programming with 149 all-new activities for individuals with dementia. Like the first book, this collection of fun and easy activities will add both meaning and enjoyment to the activities at your adult day center, home care setting, or residential care facility.
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mayra is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.