Death by Video Game: Tales of Obsession from the Virtual Frontline
Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing?
The Fitness Fun Busy Book: 365 Creative Games & Activities to Keep Your Child Moving and Learning
The Fitness Fun Busy Book (previously titled The Wiggle & Giggle Busy Book) contains 365 creative, lively games and activities to keep toddlers and preschoolers busy and active. It provides great alternatives to watching television, playing video games, or doing other sedentary activities. This book will get your young child up and moving for hours!
All you need for hours of fun is a swimming pool and this book. The Best Ever Swimming Pool Games explains how to play over 60 games, which require little or no equipment. There are games for as few as two players and games for large teams. This brightly illustrated book si a great resource for families, summer parties, schools and swimming instructors. Kids and adults will agree that there is no better way to exercise, develop water skills and enjoy the time in the water. From traditional games such as "Marco Polo" to other more inventive games such as "Netpune's Treasure" and "Davy Jones's Locker", there are endless summers' worth of fun with this book.
Based on a lifetime of struggling to make it as a creative writer, Creative Writing Career: Becoming a Writer of Movies, Video Games, and Books is a guide for aspiring writers to help them position themselves in an extremely competitive field. The book includes information on the writing process, and ways to improve one's craft, but mostly focuses on how to get discovered and where to concentrate energy in the meantime. The content of the book is supplemented by writer interviews, featuring some incredibly gifted people who share the wisdom they have gained.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world.