Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, October 14, 2016

Getting Gamers: The Psychology of Video Games and their Impact on the People who Play Them by Jamie Madigan

Jamie Madigan
Getting Gamers: The Psychology of Video Games and their Impact on the People who Play Them
794.8 M265g

Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it s not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy.
Taking the time to learn what s happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium s success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that s becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games."


(from publisher)

Wednesday, August 24, 2016

The End of FUN by Sean McGinty

The End of Fun
Fiction M1759e
Sean McGinty

FUN®—the latest in augmented reality—is fun (yay!) but it’s also frustrating, glitchy and dangerously addictive (boo!). Just when everyone else is getting on, seventeen-year-old Aaron O’Faolain wants off.

But first, he has to complete his Application for Termination, and in order to do that he has to deal with his History—not to mention the present, including his grandfather’s suicide and a series of clues that may (or may not) lead to buried treasure. As he attempts to unravel the mystery, Aaron is sidetracked again…and again. Shadowed by his virtual “best friend” Homie, Aaron struggles with love, loss, dog bites, werewolf pills, community theater, wild horses, wildfires and the fact (deep breath) that actual reality can sometimes surprise you.

Sean McGinty’s strikingly profound and laugh-out-loud funny debut unearths a world that is eerily familiar, yet utterly original. Discover what it means to come to the end of fun.


(from publisher)

Wednesday, May 18, 2016

Games Wizards Play by Diane Duane

Games Wizards Play 
Diane Duane 
Fiction D8502g

Every eleven years, Earth's senior wizards hold the Invitational: an intensive three-week event where the planet's newest, sharpest young wizards show off their best and hottest spells. Wizardly partners Kit Rodriguez and Nita Callahan, and Nita's sister, former wizard-prodigy Dairine Callahan, are drafted in to mentor two brilliant and difficult cases: for Nita and Kit, there’s Penn Shao-Feng, a would-be sun technician with a dangerous new take on managing solar weather; and for Dairine, there's shy young Mehrnaz Farrahi, an Iranian wizard-girl trying to specialize in defusing earthquakes while struggling with a toxic extended wizardly family that demands she perform to their expectations.


Together they're plunged into a whirlwind of cutthroat competition and ruthless judging. Penn's egotistical attitude toward his mentors complicates matters as the pair tries to negotiate their burgeoning romance. Meanwhile, Dairine struggles to stabilize her hero-worshipping, insecure protégée against the interference of powerful relatives using her to further their own tangled agendas. When both candidates make it through to the finals stage on the dark side of the Moon, they and their mentors are flung into a final conflict that could change the solar system for the better . . . or damage Earth beyond even wizardly repair.

(from publisher)

Friday, September 11, 2015

The Settlers of Catan

The Settlers of Catan
Rebecca Gable
Fiction G113s:E

The year is 850. In the seas of northern Europe, the small coastal village of Elasund falls prey to marauding neighbors. Their food stores pillaged, women and children stolen, livestock destroyed, the villagers are left to barely survive the harsh winter — and contemplate a drastic solution to their recurring hardships: leaving the only village they have ever known. Foster brothers Candamir and Osmund lead their people on an epic quest to a mythic island home, but without knowledge of exactly where the island is, they must trust the gods to deliver them safely. Lost at sea and set adrift, an extraordinarily violent storm washes them ashore the island famed in pagan lore: Catan. They quickly set about building a new society but old grudges, animosities, and social orders lead to fraternal strife. As the ideals of Candamir’s Christian slave spread throughout the village and conflict with pagan law, the two belief systems clash. When both Osmund and Candamir fall in love with Siglind, the mysterious queen of the Cold Islands, things come to a head.

Based on the wildly popular board game of the same name designed by Klaus Teuber, Rebecca Gable’s The Settlers of Catan is a must-read adventure rich in detail and rippling with intensity.

(from publisher)