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The Game She Plays: A Novel
by Siena SterlingFrom the author of Tell Us No Secrets comes a twisty new novel. A young American woman is thrust into the closed social circle of English aristocrats, but beneath their charm and glamor lay secrets and dark betrayals that follow them—and her—around every corner. Perfect for fans of Lucy Foley, Sherry Lapena, Ruth Ware, and Gilly MacMillan. To everyone else it was “just” a weekend house party—complete with a pheasant shoot, inside jokes, and after-dinner games. But for American Nicola Harris, swept off her feet by aristocratic Englishman James Shuttleworth, the weekend is her first chance to penetrate his close-knit circle of posh friends—people with names like Badger and Trez, people who will soon have the titles of Earl and Countess. Nicola is eager to fit in, but she can’t seem to navigate this insular world, where everyone speaks a private language and secrets are hinted at behind the jolly jokes and witty barbs.Just as Nicola begins to feel welcome, Juliet arrives. Mysterious, stunning, charismatic Juliet is also James’ first love—the one who left him heartbroken ten years before. Juliet holds the men in thrall and the women under her spell. And although it seems she can do no wrong, outsider Nicola senses something poisonous in her presence, something that sparks insecurity, jealousy, betrayal, and violence. Because Juliet is a champion game-player, able to lure you into her circle by finding your most vulnerable spot....and when the game she plays turns deadly, everyone is a suspect.
Game-Theoretical Models in Biology (Chapman & Hall/CRC Mathematical Biology Series #48)
by Jan Rychtář Mark BroomCovering the major topics of evolutionary game theory, Game-Theoretical Models in Biology, Second Edition presents both abstract and practical mathematical models of real biological situations. It discusses the static aspects of game theory in a mathematically rigorous way that is appealing to mathematicians. In addition, the authors explore many applications of game theory to biology, making the text useful to biologists as well. The book describes a wide range of topics in evolutionary games, including matrix games, replicator dynamics, the hawk-dove game, and the prisoner’s dilemma. It covers the evolutionarily stable strategy, a key concept in biological games, and offers in-depth details of the mathematical models. Most chapters illustrate how to use Python to solve various games. Important biological phenomena, such as the sex ratio of so many species being close to a half, the evolution of cooperative behaviour, and the existence of adornments (for example, the peacock’s tail), have been explained using ideas underpinned by game theoretical modelling. Suitable for readers studying and working at the interface of mathematics and the life sciences, this book shows how evolutionary game theory is used in the modelling of these diverse biological phenomena. In this thoroughly revised new edition, the authors have added three new chapters on the evolution of structured populations, biological signalling games, and a topical new chapter on evolutionary models of cancer. There are also new sections on games with time constraints that convert simple games to potentially complex nonlinear ones; new models on extortion strategies for the Iterated Prisoner’s Dilemma and on social dilemmas; and on evolutionary models of vaccination, a timely section given the current Covid pandemic. Features Presents a wide range of biological applications of game theory. Suitable for researchers and professionals in mathematical biology and the life sciences, and as a text for postgraduate courses in mathematical biology. Provides numerous examples, exercises, and Python code.
Game Theory: An Introduction with Step-by-Step Examples
by Ana Espinola-Arredondo Felix Muñoz-GarciaAn introduction to game theory, complete with step-by-step tools and detailed examples. This book offers condensed breakdowns of game-theory concepts. Specifically, this textbook provides “tools” or “recipes” to solve different classes of games. Game Theory presents the information as plainly and clearly as possible. Every chapter begins with the main definitions and concepts before diving into the applications to different settings across economics, business, and other social sciences. Chapters walk readers through algebraic steps and simplifications. This makes the text accessible for undergraduate and Masters-level students in economics and finance. Paired with the exercises published on the accompanying website, students will improve both their theoretical and practical understandings of game theory. Readers will walk away from this book understanding complete and incomplete information models as well as signaling games.
Game Theory - Successful Negotiation in Purchasing: Requirements, Incentives and Award
by Christoph PfeifferApplied game theory in purchasing has become an important tool in many companies for systematically achieving success in negotiations. The central building block of game-theoretically optimized awards are purchasing auctions. A basic knowledge of auctions and game theory is therefore particularly important for purchasers.This book describes very clearly many helpful methods as well as their application in practice. Procurement situations which have a high volume, which are interesting for suppliers and whose performance can be well specified are particularly suitable for the use of game theory in purchasing. It also shows how cartels or restrained competition between suppliers can be identified using a purely data-based method.Every purchase involves a sale. The book is therefore not only aimed at buyers. Auctions in procurement and the underlying game-theoretical principles also play an equally significant role for sellers.Applied game theory in purchasing has become an important tool in many companies for systematically achieving success in negotiations. The central building block of game-theoretically optimized awards are purchasing auctions. A basic knowledge of auctions and game theory is therefore particularly important for purchasers.This book describes very clearly many helpful methods as well as their application in practice. Procurement situations which have a high volume, which are interesting for suppliers and whose performance can be well specified are particularly suitable for the use of game theory in purchasing. It also shows how cartels or restrained competition between suppliers can be identified using a purely data-based method.Every purchase involves a sale. The book is therefore not only aimed at buyers. Auctions in procurement and the underlying game-theoretic principles also play an equally significant role for sellers.
The Game Writing Guide: Get Your Dream Job and Keep It
by Anna MegillThis comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, this book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter-end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
Gamebird Medicine and Management
by Teresa Y. Morishita Robert E. PorterGamebird Medicine and Management A complete and authoritative reference covering the management of gamebirds and exhibition Galliformes in health and disease In Gamebird Medicine and Management, a team of distinguished professionals deliver a comprehensive discussion of gamebirds and exhibition Galliformes for veterinary practitioners, gamebird producers, breeders and conservationists, as well as other avian health professionals. The book covers common diseases affecting gamebirds and offers management and production information not found in other resources. The authors combine relevant material from avian veterinarians, commercial production professionals, and experts from the conservation and captive breeding sectors, that enables veterinarians, gamebird producers, and conservationists to develop diagnostic and treatment plans for small or large gamebird flocks. Readers will also find: Thorough introductions to laws and regulations governing gamebirds in the United States In-depth examinations of the anatomy and physiology of gamebirds Comprehensive explorations of the medical management of gamebirds Information on treating dermatological, musculoskeletal, neurological, digestive, and respiratory diseases affecting gamebirds A practical, step-by-step necropsy guide An engaging photo collection of gamebird and exhibition Galliformes diseases Perfect for veterinary practitioners, gamebird producers, and conservationists, Gamebird Medicine and Management will also earn a place in the libraries of zoo veterinarians and staff.
GameMaker Fundamentals: Learn GML Programming to Start Making Amazing Games
by Ben TyersMaster the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games. Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter. On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML. What You Will LearnReview core programming features required for sound knowledge of GameMakerMaster how to combine GML to orchestrate game actionsUtilize GameMaker's layers to create exciting gamesSet up player controlWho Is This Book ForThose new to GameMaker or game programming in general; it assumes no prior knowledge or skill set.
Games and Rituals: Stories
by Katherine HeinyThe beloved author of Early Morning Riser (&“The funniest novel of the year.&” —The Washington Post) brings us eleven glittering stories of love—friendships formed at the airport bar, ex-husbands with benefits, mothers of suspiciously sweet teenagers, ill-advised trysts—in all its forms, both ridiculous and sublime.The games and rituals performed by Katherine Heiny&’s characters range from mischievous and edgy to tenderly touching.In &“Damascus,&” a mother fears her teenage son is making the same youthful mistakes she did, only to realize that he is wiser than she had understood. In &“Twist and Shout,&” Ericka&’s elderly father mistakes his four-thousand-dollar hearing aid for a cashew. In &“Turn Back, Turn Back,&” a bedtime story coupled with a receipt for a Starbucks babyccino reveal a struggling actor&’s deception. And in &“561,&” Charlene pays the true price of infidelity when she is forced to help her husband&’s ex-wife move out of the family home. (&“It&’s like you&’re North Korea and South Korea… But would North Korea help South Korea move?&”)From one of today's most accomplished bard's of modern life—of waking up in the wrong bed, wearing the wrong shoes, being late for the wrong job, but being loved by the right people—a fresh and satisfying work of glorious humour and immense kindness.
Games and Rituals: Stories
by Katherine HeinyAN OPRAH DAILY BEST BOOK OF THE YEAR • The beloved author of Early Morning Riser brings us glittering stories of love—friendships formed at the airport bar, ex-husbands with benefits, mothers of suspiciously sweet teenagers, ill-advised trysts—in all its forms, both ridiculous and sublime."Parts of my heart are still scattered throughout these perfectly rendered tales.&” —Lisa Jewell, #1 New York Times best-selling author of Then She Was Gone The games and rituals performed by Katherine Heiny&’s characters range from mischievous to tender: In &“Bridesmaid, Revisited,&” Marlee, suffering from a laundry and life crisis, wears a massive bridesmaid&’s dress to work. In &“Twist and Shout,&” Erica&’s elderly father mistakes his four-thousand-dollar hearing aid for a cashew and eats it. In &“Turn Back, Turn Back,&” a bedtime story coupled with a receipt for a Starbucks babyccino reveal a struggling actor&’s deception. And in &“561,&” Charlene pays the true price of infidelity and is forced to help her husband&’s ex-wife move out of the family home. (&“It&’s like you&’re North Korea and South Korea . . . But would North Korea help South Korea move?&”) Katherine Heiny, one of our most celebrated writers, our bard of waking up in the wrong bed, wearing the wrong shoes, running late for the wrong job, but loved by the right people, has delivered a collection of glorious humour and immense kindness.
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources
by David SeelowAll games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Games for Dead Girls: A Thriller
by Jen WilliamsExploring the fine line where supernatural ends and real human monstrosity begins, Games for Dead Girls is a haunting, dark read from award-winning author Jen Williams.In the vein of Jennifer Hillier and Alex North, and told in alternating timelines, a ritualistic game turns deadly for two young girls, but it will be years before they must face the true horrors of their past. When Charlie was eleven, she created a monster…For Charlie and her niece Katie, it&’s supposed to be a quiet holiday in the peaceful, out-of-the-way seaside town of Hithechurch, England. Charlie is researching a book on the folklore of the area, and the gloomy sea and dangerous caves seem to offer up plenty of material, while Katie is just there to run wild and get some fresh air. But Charlie&’s research reveals a deeper, darker secret, one that uncovers her own, carefully hidden past. Because young women are going missing again: a teenage girl snatched from the beach in broad daylight, and before that, other girls through the decades have vanished from the area, their families left with no answers and no bodies to bury.Charlie&’s creation was a thing of felt, straw, fury, and a rusty pair of scissors in the dark. It couldn&’t be her monster. Could it? Charlie is set on discovering the truth about the girls&’ disappearances, but she&’s about to encounter a force of pure, obsessive malevolence that threatens to destroy anything in its path.
Games in the Platform Economy: Steam's Tangled Markets
by Anne Mette ThorhaugeThis book examines the evolution of digital platform economies through the lens of online gaming. Offering valuable empirical work on Valve’s ‘Steam’ platform, Thorhauge examines the architecture of this global online videogame marketplace and the way it enables new markets and economic transactions. Drawing on infrastructure, software, platform and game studies, the book interrogates the implications of these transactions, both in terms of their legality, but also in how they create new forms of immaterial labour. Shedding new light on a previously under-explored branch of the study of digital platforms, this book brings a unique economic sociology perspective into the growing literature on videogame studies.
Games Industry Management: Gründung, Strategie und Leadership – Theoretische Grundlagen
by Lutz AnderieDieses Buch dokumentiert und analysiert die marktorientierte Unternehmensführung in der Games-Branche sowie die damit einhergehenden Managementprozesse. Unternehmensgründungen werden unter branchenrelevanten Aspekten dargestellt, die Erstellung von Businessplänen, das Gewinnen von Pitches sowie die Möglichkeiten der Unternehmensfinanzierung, auch durch Förderprogramme, werden aufgezeigt und durch konkrete Handlungsempfehlungen abgerundet. Die Zusammenstellung von Teams einschließlich der Aspekte des Female Managements und Diversity sowie die erfolgsorientierte Unternehmensführung werden praxisnah erläutert. Zahlreiche strategische und taktisch-operative Analysen, die für die erfolgreiche Vermarktung von Videogames entscheidend sind, werden anhand von über 100 Fallbeispielen dokumentiert. Managemententscheidungen, einschließlich der Games-Unternehmen Tencent, Electronic Arts, Ubisoft, Crytek, Plaion, Deck 13 und Microsoft, werden im Kontext des unternehmerischen Erfolgs beleuchtet. Künstliche Intelligenz, Neuronale Netzwerke, Bilderkennung, Spracherkennung und Chatbots in Computerspielen werden verständlich erklärt. Monetarisierungsmodelle, Spielökonomien, Blockchain und Non-Fungible Tokens (NFTs) werden ebenso erläutert wie KI-basierte Planung & Prognosemodelle für In-Game Items. Die Vertriebskanäle und Businessopportunitäten für Online- und Mobile Games sowie E-Sports und Serious Games werden aufgezeigt. Aktuelle Entwicklungen im Game Design, bei Game-Engines, dem Game Hacking und bei Gamification werden dokumentiert. Ein einzigartiges Fachbuch, der bereits in der 2. Auflage veröffentlicht wird, für Studierende mit Schwerpunkt Games Management, aber auch für Unternehmensgründer, Manager und Investoren der Games-Branche.
The Games of Land Dispossession: Urban Governance and Sports Mega-Events (Marx, Engels, and Marxisms)
by Erick OmenaThis book offers a comparative study of state strategies in relation to urban redevelopment projects associated with sports mega-events in Brazil, South Africa and the United Kingdom. It examines urban governance strategies employed to dispossess working-class communities of their land and counteract the subsequent emergence of discontent in various national contexts, offering an intricate analysis of the mechanisms of class dominance operating across diverse regions of the globe. This is based on the application of Gramscian theory concerning the capitalist state and its fluid interplay between coercion and consent. Juxtaposing historical trajectories in the execution of redevelopment initiatives linked to large-scale sporting events, the book offers an in-depth examination of the state-civil society relations shaping the London 2012 and Rio 2016 Olympic Parks, alongside the regeneration initiatives concerning the Maracanã stadium in Rio de Janeiro and the Ellis Park stadium in Johannesburg – respectively earmarked for the 2014 and 2010 FIFA World Cups. Drawing on insights from a range of disciplines and an explicitly Gramscian analytical framework, this book will appeal to students and scholars in urban planning, sport sociology, development studies, and human geography.
Games to Play and Games not to Play: Strategic Decisions via Extensions of Game Theory (Studies in Systems, Decision and Control #469)
by Uri Weiss Joseph AgassiThis book contributes to the theoretical discussions of equilibria that rest on error―in which we include mistaken choices of games to play. Extant game theory recommends diverse strategies (plans of actions) for various given games, particularly those in Nash equilibria, in which no player benefits from one-sided strategy alteration. The literature also refers to the design of games that fit given goals. This is the mechanism design theory; its function is to serve social planners ignorant of the preferences of the people intended to play them.Our study of games avoidance adds to game theory the meta-game of choosing what game to play and what game to avoid playing, and that both players and planners can generate. This comprises a shift from the maximalist position that aims to maximize possible profit to the minimalist one that aims at minimizing possible loss. This shift depends on the question, considering the public interest, what set of games is it advisable to encourage? Obviously, it is advisable to encourage playing some groups of games such as trade, as well as to discourage playing other groups of games such as wars. This shift makes the theory much more applicable to social science: usually, choosing what game to play is less practical than choosing what game not to play. This invites legislation and similar incentives; their study should aim at the improvement of their usefulness.Discussing the possibility of changing both game and strategy renders game theory part-and-parcel of social science. For this mathematical models will not do: it requires a clear distinction between describing options and explaining situations. Explanations may enhance efforts at improvement.
Gamification Design for Educational Contexts: Theoretical and Practical Contributions
by Armando Toda Alexandra I. Cristea Seiji IsotaniHave you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions
Gamification for Resilience: Resilient Informed Decision Making
by Adrian V. Gheorghe Polinpapilinho F. KatinaGamification for Resilience Enable resilience informed decision-making with an insightful combination of systems engineering concepts In Gamification for Resilience: Resilient Informed Decision-Making, a team of distinguished researchers deliver an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade, natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Resilient Informed Decision-Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.
Gamification in Higher Education: A How-To Instructional Guide
by Sierra Adare-Tasiwoopa ápi Nathan K. SilvaGamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.
Gamification of Life and the Gaming Society: The Ludic Century (SpringerBriefs in Education)
by Fabian Arlt Hans-Jürgen ArltThis interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.
Gaming Disability: Disability Perspectives on Contemporary Video Games (Routledge Research in Disability and Media Studies)
by Katie Ellis Tama Leaver Mike KentThis book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.
Gaming Hacks: Level Up Like A Pro (Life Hacking! Ser.)
by Eric BraunAre you the king or queen of the console? Do you want to be the boss some day? These tips and tricks will keep you grinding on your quest for domination in the digital world. Crack this cover to for all the gaming hacks you’ll need. Easy-to-read, high-interest hacks will engage even the most reluctant reader.
Gaming is unlikely: A Theory of Ludic Action
by Fabian Arlt Hans-Jürgen ArltA concept of game is justified and unfolded that revolves around the lure and threat of the unexpected. The author duo places their theory of ludic action in classical concepts of the game as well as in the current discourse of game studies. The phenomenal multiplicity of games is outlined in historical perspective and structured in a systematic manner. The authors explain the media-technical and communicative preconditions of the computer game boom and reflect on the discussion about escalations of ludic violence. The instrumentalization of games, which is becoming increasingly popular under the heading of gamification, is critically examined. The conspicuous inflation of the game metaphor is brought into connection with ludic connotations in the social structures of modern and digital society.
Gaming the Past: Using Video Games to Teach Secondary History
by Jeremiah McCallGaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
Gamma Ray Imaging: Technology and Applications
by Junwei Du Krzysztof Kris IniewskiThis book will provide readers with a good overview of some of the most recent advances in the field of detector technology for gamma-ray imaging, especially as it pertains to new applications. There will be a good mixture of general chapters in both technology and applications in medical imaging and industrial testing. The book will have an in-depth review of the research topics from world-leading specialists in the field. The conversion of the gamma-ray signal into analog/digital value will be covered in some chapters. Some would also provide a review of CMOS chips for gamma-ray image sensors.
Gánale la guerra a la preocupación: Cultiva un corazón en paz y una mente confiada
by Louie GiglioDios es más grande que el miedo y todos sus primos: la depresión, la ansiedad, el pánico y la preocupación. Louie Giglio nos recuerda que, gracias a esa verdad, podemos comenzar de inmediato el proceso de restar importancia a la preocupación y sustituirla por confianza.Gánale la guerra a la preocupación tiene el potencial de poner a los lectores en un nuevo camino y darles las herramientas que necesitan para sustituir la preocupación por un mayor sentido de confianza en el Todopoderoso. Cuando experimentemos la paz de Dios, que supera todo lo que podríamos comprender, Él guardará nuestros corazones y mentes mientras vivimos en Cristo Jesús.Jesús te ha dado todo lo que necesitas para la vida y la piedad. Él ya ha ganado la guerra a la preocupación, derrotando a la muerte, al infierno y a la tumba de una vez por todas. A medida que leas este sencillo, pero poderoso, libro, empezarás a ver más claramente cómo:la preocupación es un pensamiento mentiroso, pero podemos elegir si queremos escuchar al enemigo o a nuestro Padre Celestialel miedo alimenta la preocupación, que alimenta nuestra necesidad de control, pero el amor perfecto de Dios expulsa el miedopuedes mantenerte firme en la verdad de que Jesús quiere y es capaz de encargarse de lo que te preocupapodemos sustituir los pensamientos ansiosos por pensamientos que se alineen con el carácter y la naturaleza de DiosGánale la guerra a la preocupación puede ponerte en un nuevo camino y darte las herramientas que necesitas para sustituir la preocupación por un mayor sentimiento de confianza en el Todopoderoso. A través del viaje práctico que se expone en este libro, permite que Louie Giglio te señale a Aquel que es más grande, al Dios que anima a Su pueblo.Winning the War on Worry God is greater than fear and all its cousins: depression, anxiety, panic, and worry. And Louie Giglio reminds us that because of that truth, we can immediately start the process of resizing worry and replacing it with trust.Winning the War on Worry has the potential to set readers on a new path and give them the tools they need to replace worry with a greater sense of trust in the Almighty. When we experience God&’s peace, which exceeds anything we could ever comprehend, He will guard our hearts and minds as we live in Christ Jesus.Jesus has given you all that you need for life and godliness. He has already won the war on worry, defeating death, hell, and the grave once and for all. As you read this simple yet powerful book, you will begin to see more clearly how:Worry is a liar, but we can choose whether we want to listen to the enemy or our Heavenly FatherFear fuels worry, which fuels our need for control, but God's perfect love drives out fearYou can stand firm on the truth that Jesus both wants to and is able to carry what's worrying youWe can replace anxious thoughts with thoughts that line up with the character and nature of GodWinning the War on Worry can set you on a new path and give you the tools you need to replace worry with a greater sense of trust in the Almighty. Through the practical journey laid out in this book, allow Louie Giglio to point you to the One who is greater, to the God who encourages His people.