SuperBetter

SuperBetter PDF

Author: Jane McGonigal

Publisher: Penguin

Published: 2015-09-15

Total Pages: 480

ISBN-13: 0698185501

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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.

IRL

IRL PDF

Author: Chris Stedman

Publisher: Broadleaf Books

Published: 2020-10-20

Total Pages: 393

ISBN-13: 1506463525

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What Does "IRL (In Real Life)" Really Mean in Today's Digital Age? It's easy and reflexive to view our online presence as fake, to see the internet as a space we enter when we aren't living our real, offline lives. Yet so much of who we are and what we do now happens online, making it hard to know which parts of our lives are real IRL, Chris Stedman's personal and searing exploration of authenticity in the digital age, shines a light on how age-old notions of realness--who we are and where we fit in the world--can be freshly understood in our increasingly online lives. Stedman offers a different way of seeing the supposed split between our online and offline selves: the internet and social media are new tools for understanding and expressing ourselves, and the not-always-graceful ways we use these tools can reveal new insights into far older human behaviors and desires. IRL invites readers to consider how we use the internet to fulfill the essential human need to feel real--a need many of us once met in institutions, but now seek to do on our own, online--as well as the ways we edit or curate ourselves for digital audiences. The digital search for meaning and belonging presents challenges, Stedman suggests, but also myriad opportunities to become more fully human. In the end, he makes a bold case for embracing realness in all of its uncertainty, online and off, even when it feels risky.

Tales of Gor: Gorean Roleplaying

Tales of Gor: Gorean Roleplaying PDF

Author: James Desborough

Publisher: Lulu.com

Published: 2017-04-23

Total Pages: 172

ISBN-13: 0244005540

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Tales of Gor brings you into a striking world of science-fantasy roleplaying. Born from the Gorean Cycle (34 books) by John Norman, Tales of Gor brings you to The Counter Earth. A world of contradictions, freedom and slavery, science and fantasy, primitive violence and high technology ripe for adventure. While two great alien powers vie for control of the solar system their plans play out on two worlds, Earth and Gor. Will you take sides or simply strive to survive in a hostile world of gigantic animals, powerful city states and cunning machinations? Powered by Open D6, Tales of Gor lets you step into this long-running series of science-fantasy novels and carve your own future on the Counter-Earth. Illustrated in striking style by celebrated fetish and comic book artist Michael Manning (Spider Garden, Tranceptor) this book is also a visual treat for fans of Gor, giving his unique interpretation to Gor, its creatures and its people.

Kids on Bikes

Kids on Bikes PDF

Author: Jonathan Gilmour

Publisher:

Published: 2018

Total Pages: 0

ISBN-13: 9780997671193

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The door to the old house creaks open, the rust on the hinges groaning as you see the dust floating like spores in the air inside. By the faint light of your cheap flashlights, you see the stairs to the upper floor, its railings gnarled and broken like crooked teeth. Their curve makes the stairs seem almost like a hungry grin, and you wonder if their age will support your weight. Still, you must go in. The only question is who will go first? In Kids on Bikes, you'll take on the roles of everyday people grappling with strange, terrifying, and very, very powerful forces that they cannot defeat, control, or even fully understand. The only way to face them is to work together, use your strengths, and knmow when you just have to run as fast as you can. --

The Fangirl's Guide to the Galaxy

The Fangirl's Guide to the Galaxy PDF

Author: Sam Maggs

Publisher: Quirk Books

Published: 2015-05-12

Total Pages: 277

ISBN-13: 1594747903

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This ultimate handbook for ladies living the nerdy life is a fun and feminist take on the often male-dominated world of geekdom. Fandom, feminism, cosplay, cons, books, memes, podcasts, vlogs, OTPs and RPGs and MMOs and more—it’s never been a better time to be a girl geek. With delightful illustrations and an unabashed love for all the in(ternet)s and outs of geek culture, this book is packed with tips, playthroughs, and cheat codes, including: • How to make nerdy friends • How to rock awesome cosplay • How to write fanfic with feels • How to defeat internet trolls • How to attend your first con And more! Plus insightful interviews with fangirl faves, like Jane Espenson, Erin Morgenstern, Kate Beaton, Ashley Eckstein, Laura Vandervoort, Beth Revis, Kate Leth, and many others.

OSR Solo

OSR Solo PDF

Author: Peter Rudin-Burgess

Publisher: Lulu.com

Published: 2021-02-23

Total Pages: 26

ISBN-13: 9781008996359

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OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules