Author: David Mamet
Publisher: Grove Press
ISBN: 9780802130280
Category : Performing Arts
Languages : en
Pages : 102
Book Description
House of Games is a psychological thriller in which a young woman psychiatrist falls prey to an elaborate and ingenious con game by one of her patients who entraps her in a series of criminal escapades. Ties in with movie to be released in September. 8 pages of black-and-white photographs.
Richard Osman's House of Games
Author: Richard Osman
Publisher: Random House
ISBN: 1473531977
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Do you know how many post boxes there are in the UK? Could you guess how many times the word 'goat' appear in the King James Version of the bible? Fancy playing a game of charades where all of the books, films and plays are entirely made up? Now, look around the room. Is anyone there the kind of person who’ll say ‘I just don’t understand this’, when faced with something that’s not just perfectly easy to understand, but is ... well, fun? Ask them to leave. Have they gone? Good. Now welcome inside the House of Games ... Featuring questions based on some of the most loved rounds from the hit BBC2 show, including Roonerspisims, Venn Will I Be Famous?, Dim Sums and Answer Smash, Richard Osman’s House of Games Quiz Book is the ultimate test of wit, wisdom and imagination. Curated by Richard Osman and Alan Connor and featuring over 50 new and exclusive games to try out, this is your chance to step inside the House of Games and pitch your trivia skills against your family and friends. Quirky, unique and exactly the right amount of silly, House of Games contains hours of guaranteed fun!
Publisher: Random House
ISBN: 1473531977
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Do you know how many post boxes there are in the UK? Could you guess how many times the word 'goat' appear in the King James Version of the bible? Fancy playing a game of charades where all of the books, films and plays are entirely made up? Now, look around the room. Is anyone there the kind of person who’ll say ‘I just don’t understand this’, when faced with something that’s not just perfectly easy to understand, but is ... well, fun? Ask them to leave. Have they gone? Good. Now welcome inside the House of Games ... Featuring questions based on some of the most loved rounds from the hit BBC2 show, including Roonerspisims, Venn Will I Be Famous?, Dim Sums and Answer Smash, Richard Osman’s House of Games Quiz Book is the ultimate test of wit, wisdom and imagination. Curated by Richard Osman and Alan Connor and featuring over 50 new and exclusive games to try out, this is your chance to step inside the House of Games and pitch your trivia skills against your family and friends. Quirky, unique and exactly the right amount of silly, House of Games contains hours of guaranteed fun!
The Thursday Murder Club
Author: Richard Osman
Publisher: Penguin
ISBN: 1984880985
Category : Fiction
Languages : en
Pages : 385
Book Description
Soon to be a Major Motion Picture The first installment in the beloved and New York Times bestselling series from Richard Osman, also author of We Solve Murders Four septuagenarians with a few tricks up their sleeves A female cop with her first big case A brutal murder Welcome to... THE THURSDAY MURDER CLUB In a peaceful retirement village, four unlikely friends meet weekly in the Jigsaw Room to discuss unsolved crimes; together they call themselves the Thursday Murder Club. When a local developer is found dead with a mysterious photograph left next to the body, the Thursday Murder Club suddenly find themselves in the middle of their first live case. As the bodies begin to pile up, can our unorthodox but brilliant gang catch the killer, before it's too late? “Witty, endearing and greatly entertaining.” —Wall Street Journal
Publisher: Penguin
ISBN: 1984880985
Category : Fiction
Languages : en
Pages : 385
Book Description
Soon to be a Major Motion Picture The first installment in the beloved and New York Times bestselling series from Richard Osman, also author of We Solve Murders Four septuagenarians with a few tricks up their sleeves A female cop with her first big case A brutal murder Welcome to... THE THURSDAY MURDER CLUB In a peaceful retirement village, four unlikely friends meet weekly in the Jigsaw Room to discuss unsolved crimes; together they call themselves the Thursday Murder Club. When a local developer is found dead with a mysterious photograph left next to the body, the Thursday Murder Club suddenly find themselves in the middle of their first live case. As the bodies begin to pile up, can our unorthodox but brilliant gang catch the killer, before it's too late? “Witty, endearing and greatly entertaining.” —Wall Street Journal
Bet the House
Author: Richard Roeper
Publisher: Chicago Review Press
ISBN: 1569766118
Category : Biography & Autobiography
Languages : en
Pages : 273
Book Description
During the course of 30 days in early 2009, Richard Roeper risked more than a quarter million dollars on practically every method of gambling in America. This title both celebrates and details the pitfalls and lures through Roeper's stories about his lifelong affair with gambling.
Publisher: Chicago Review Press
ISBN: 1569766118
Category : Biography & Autobiography
Languages : en
Pages : 273
Book Description
During the course of 30 days in early 2009, Richard Roeper risked more than a quarter million dollars on practically every method of gambling in America. This title both celebrates and details the pitfalls and lures through Roeper's stories about his lifelong affair with gambling.
Characteristics of Games
Author: George Skaff Elias
Publisher: MIT Press
ISBN: 0262542692
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Publisher: MIT Press
ISBN: 0262542692
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
House of Leaves
Author: Mark Z. Danielewski
Publisher: Pantheon
ISBN: 0375420525
Category : Fiction
Languages : en
Pages : 738
Book Description
THE MIND-BENDING CULT CLASSIC ABOUT A HOUSE THAT’S LARGER ON THE INSIDE THAN ON THE OUTSIDE • A masterpiece of horror and an astonishingly immersive, maze-like reading experience that redefines the boundaries of a novel. ''Simultaneously reads like a thriller and like a strange, dreamlike excursion into the subconscious." —Michiko Kakutani, The New York Times "Thrillingly alive, sublimely creepy, distressingly scary, breathtakingly intelligent—it renders most other fiction meaningless." —Bret Easton Ellis, bestselling author of American Psycho “This demonically brilliant book is impossible to ignore.” —Jonathan Lethem, award-winning author of Motherless Brooklyn One of The Atlantic’s Great American Novels of the Past 100 Years Years ago, when House of Leaves was first being passed around, it was nothing more than a badly bundled heap of paper, parts of which would occasionally surface on the Internet. No one could have anticipated the small but devoted following this terrifying story would soon command. Starting with an odd assortment of marginalized youth—musicians, tattoo artists, programmers, strippers, environmentalists, and adrenaline junkies—the book eventually made its way into the hands of older generations, who not only found themselves in those strangely arranged pages but also discovered a way back into the lives of their estranged children. Now made available in book form, complete with the original colored words, vertical footnotes, and second and third appendices, the story remains unchanged. Similarly, the cultural fascination with House of Leaves remains as fervent and as imaginative as ever. The novel has gone on to inspire doctorate-level courses and masters theses, cultural phenomena like the online urban legend of “the backrooms,” and incredible works of art in entirely unrealted mediums from music to video games. Neither Pulitzer Prize-winning photojournalist Will Navidson nor his companion Karen Green was prepared to face the consequences of the impossibility of their new home, until the day their two little children wandered off and their voices eerily began to return another story—of creature darkness, of an ever-growing abyss behind a closet door, and of that unholy growl which soon enough would tear through their walls and consume all their dreams.
Publisher: Pantheon
ISBN: 0375420525
Category : Fiction
Languages : en
Pages : 738
Book Description
THE MIND-BENDING CULT CLASSIC ABOUT A HOUSE THAT’S LARGER ON THE INSIDE THAN ON THE OUTSIDE • A masterpiece of horror and an astonishingly immersive, maze-like reading experience that redefines the boundaries of a novel. ''Simultaneously reads like a thriller and like a strange, dreamlike excursion into the subconscious." —Michiko Kakutani, The New York Times "Thrillingly alive, sublimely creepy, distressingly scary, breathtakingly intelligent—it renders most other fiction meaningless." —Bret Easton Ellis, bestselling author of American Psycho “This demonically brilliant book is impossible to ignore.” —Jonathan Lethem, award-winning author of Motherless Brooklyn One of The Atlantic’s Great American Novels of the Past 100 Years Years ago, when House of Leaves was first being passed around, it was nothing more than a badly bundled heap of paper, parts of which would occasionally surface on the Internet. No one could have anticipated the small but devoted following this terrifying story would soon command. Starting with an odd assortment of marginalized youth—musicians, tattoo artists, programmers, strippers, environmentalists, and adrenaline junkies—the book eventually made its way into the hands of older generations, who not only found themselves in those strangely arranged pages but also discovered a way back into the lives of their estranged children. Now made available in book form, complete with the original colored words, vertical footnotes, and second and third appendices, the story remains unchanged. Similarly, the cultural fascination with House of Leaves remains as fervent and as imaginative as ever. The novel has gone on to inspire doctorate-level courses and masters theses, cultural phenomena like the online urban legend of “the backrooms,” and incredible works of art in entirely unrealted mediums from music to video games. Neither Pulitzer Prize-winning photojournalist Will Navidson nor his companion Karen Green was prepared to face the consequences of the impossibility of their new home, until the day their two little children wandered off and their voices eerily began to return another story—of creature darkness, of an ever-growing abyss behind a closet door, and of that unholy growl which soon enough would tear through their walls and consume all their dreams.
The Player of Games
Author: Iain M. Banks
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.