The Conversation Game

The Conversation Game

Author: Curt Reese

Publisher: Createspace Independent Publishing Platform

ISBN: 1724416294


Page: 130

View: 350

This is a complete, systematic approach to teaching and learning basic conversation skills in English. The book is comprised of 26 lessons which guide students through the use of 18 functions and 70 phrases and grammar patterns related to the functions. Students progressively master 24 interaction patterns and learn to combine functional phrases into sophisticated conversation moves. This product has been play-tested over 10 years and by 15 teachers in ESL and EFL contexts.

The Social Institution of Discursive Norms

The Social Institution of Discursive Norms

Author: Leo Townsend

Publisher: Routledge

ISBN: 9781000395105

Category: Philosophy

Page: 288

View: 749

The essays in this collection explore the idea that discursive norms—the norms governing our thought and talk—are profoundly social. Not only do these norms govern and structure our social interactions, but they are sustained by a variety of social and institutional structures. The chapters are divided into three thematic sections. The first offers historical perspectives on discursive norms, including a chapter by Robert Brandom on the way Hegel transformed Kant’s normativist approach to representation by adding both a social and a historicist dimension to it. Section II features four chapters that examine the sociality of normativity from within a broadly naturalistic framework. The third and final section focuses on the social dimension of linguistic phenomena such as online speech acts, oppressive speech, and assertions. The Social Institution of Discursive Norms will be of interest to scholars and advanced students working in philosophy of language, philosophy of mind, and social philosophy.

Would You Rather...? The Naughty Conversation Game for Couples

Would You Rather...? The Naughty Conversation Game for Couples

Author: J.R. James

Publisher: Love & Desire Press


Category: Health & Fitness

Page: 118

View: 870

Looking for an awesome adult game for a road trip, party, or date night at home? These sexy and hilarious Would you rather… questions are a wonderful and naughty twist on the classic game! To play, you and your partner simply take turns asking spicy and outrageous questions such as: Would you rather… Watch your partner have a hot and heavy make out session with someone you don’t know, or listen to them have loud, wild sex behind closed doors with someone you do know? Would you rather… Have sex with a screamer, or have sex with a biter? Whichever one you choose the results will be sizzlingly HOT and possibly hilarious! Take turns picking dirty sex positions, exploring sexy fantasies, and discussing kinks you never knew you had! Do you dare play this sexy game? Whether you’re just dating, newlywed, or happily married, every couple wants an exciting and naughty sex life! This game is both dirty and kinky, and your sex life will never be the same! Would You Rather…? Hot and Sexy Edition is great for: Home date nights - Spark the passion and some laughs Adult party game - Awesome discussion questions to turn a boring party around Heating things up in your relationship - Discuss spicy sexual fantasies that will turn you both on Long road trips or as a camping game! Best of all, there’s no complicated rules!

Fundamentals of Game Design

Fundamentals of Game Design

Author: Ernest Adams

Publisher: New Riders

ISBN: 013210475X

Category: Computers

Page: 696

View: 621

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Making Games for Impact

Making Games for Impact

Author: Kurt Squire

Publisher: MIT Press

ISBN: 9780262362498

Category: Education

Page: 252

View: 860

Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.

How to Beat A Woman at Her Own Games

How to Beat A Woman at Her Own Games

Author: Ralph Hemphill

Publisher: Page Publishing, Inc

ISBN: 9781645840794

Category: Self-Help

Page: 172

View: 387

In today's world, much unlike the world of long ago, before the 1980s--where women probably and seemingly didn't play as many games and didn't scheme as much as the women of today--one can clearly see, witness, and attest to the ever-present and overwhelming amount of game playing and scheming ways of most of the females we know, know of, see, and interact with on a day-to-day basis. Most every man, at one point or some point in his life, has fallen victim to a game or scheme of a female whom he has either tried to get with or hook up with, and many guys get hit with games and schemes even with those that they are married to or in relationships with. Practically no man is exempt. We all at some point will find ourselves faced with a woman whose sole purpose is to either go for what's in our pockets or bank accounts, or to try to get us to do something for them for free or to get us to buy them stuff without them appreciating it and then turning around and buying us stuff too as well. That's a big part of the world we live in as far as men interacting with women, and the sole purpose of this book is to at least get guys to recognize when they are being played and to not fall for the simple games that women play twenty-four hours a day.

Games At Work

Games At Work

Author: Mauricio Goldstein

Publisher: John Wiley & Sons

ISBN: 9780470262009

Category: Business & Economics

Page: 254

View: 434

AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains—promotions, funding for a project, budget increases, status with the boss—people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games—those manipulative behaviors that distract employees from achieving their mission—are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and—ultimately—the bottom line.

BioWare: Stories and Secrets from 25 Years of Game Development

BioWare: Stories and Secrets from 25 Years of Game Development

Author: Bioware

Publisher: Dark Horse Comics

ISBN: 9781506718804

Category: Games & Activities

Page: 332

View: 433

From the BioWare's isometric role-playing roots to its intense space operas and living worlds, chart the legendary game studio's first 25 years in this massive retrospective. BioWare - Stories and Secrets from 25 Years of Game Development puts you in the room during key moments in BioWare's history, with never-before-seen art and photos anchored by candid stories from developers past and present. See what it took to make games in those wild early days. Pore over details of secret, cancelled projects. Discover the genesis of beloved characters and games. Presented and designed by Dark Horse Books, this tribute to BioWare's legacy is a must-have for any fan of the best stories you can play.

Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

Author: Vít Šisler

Publisher: Routledge

ISBN: 9781315518329

Category: Religion

Page: 222

View: 598

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Power at Play

Power at Play

Author: Niels Åkerstrøm Andersen

Publisher: Springer

ISBN: 9780230239296

Category: Business & Economics

Page: 180

View: 127

More and more adults participate as employees in games at work and in public and voluntary organizations. Power at play covers the intricate linkages between pedagogy, play and power. It shows how power today suspends itself through play and analyzes organized play as a symptom of more radical changes of the exercise of power in work and society.