Leaving Mundania

Leaving Mundania PDF

Author: Lizzie Stark

Publisher: Chicago Review Press

Published: 2012-05-01

Total Pages: 274

ISBN-13: 1613740670

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Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.

The Cutting Edge of Nordic Larp

The Cutting Edge of Nordic Larp PDF

Author: Jon Back

Publisher: Knutpunkt

Published: 2014-04-01

Total Pages: 200

ISBN-13: 9163752182

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Official book of Knutpunkt 2014. Published in conjunc- tion with the Knutpunkt 2014 conference.

Playing the learning game

Playing the learning game PDF

Author: Martin Eckhoff Andresen

Publisher: Lulu.com

Published: 2012-02-19

Total Pages: 114

ISBN-13: 1471601978

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Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!

Immersive Gameplay

Immersive Gameplay PDF

Author: Evan Torner

Publisher: McFarland

Published: 2014-01-10

Total Pages: 231

ISBN-13: 0786492376

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This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.

#Feminism

#Feminism PDF

Author: Emily Care Boss

Publisher:

Published: 2017

Total Pages: 0

ISBN-13: 9781908983749

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#Feminism features 34 nano-games for three to five participants, with topics ranging from silly to serious. All you need to play is a few simple props (or none at all), and a few minutes to an hour of play time. Each game offers a bite-sized take on contemporary feminist issues: within its pages are games about selfies and rom-coms, reproductive rights and domestic violence. #Feminism features authors from 11 countries, and comes in a beautiful, A4, glossy magazine-style format with a reader-friendly layout and full-colour photographs.

Fantasy Freaks and Gaming Geeks

Fantasy Freaks and Gaming Geeks PDF

Author: Ethan Gilsdorf

Publisher: Rowman & Littlefield

Published: 2010-09-01

Total Pages: 336

ISBN-13: 0762766786

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An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf's got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac's On the Road.” —National Public Radio's “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks and Gaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It's a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post

Pervasive Games

Pervasive Games PDF

Author: Markus Montola

Publisher: CRC Press

Published: 2009-06-12

Total Pages: 337

ISBN-13: 0080889794

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Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.

American Warrior

American Warrior PDF

Author: Gary O'Neal

Publisher: Macmillan

Published: 2013-05-14

Total Pages: 311

ISBN-13: 1250022754

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The epic story of one of America's greatest soldiers, Ranger Hall of Fame member Gary O'Neal, who served his country for forty years Chief Warrant Officer Gary O'Neal is no ordinary soldier. For nearly forty years, he has fought America's enemies, becoming one of the greatest Warriors this nation has ever known. Part Native American, O'Neal was trained in both military combat and the ways of his native people, combining his commitment to freedom with his respect for the enemy, his technical fighting skills with his fierce warrior spirit. From his first tour in Vietnam at seventeen to fighting in both Gulf wars, O'Neal was nothing less than a super soldier. A minefield of aggression bordering on a justice-seeking vigilante, O'Neal kept fighting even when wounded, refusing to surrender in the face of nine serious injuries and being left more than once. O'Neal earned countless military honors as a member of the elite Army Rangers corps, a founding member of the legendary first Department of Defense antiterrorist team, a member of the Golden Knights Parachuting Team, and more, devoting his life to training the next generation of soldiers. His unbelievable true stories are both shocking and moving, a reminder of what it means to be a true American hero. In O'Neal's own words, he "wasn't born a warrior"—life made him one. American Warrior will serve as inspiration for American men and women in uniform today, as well as appeal to the countless veterans who served their country alongside O'Neal.