Games for All Seasons is written for therapeutic riding instructors who would like to raise the bar in their lessons and incorporate calendar-based themes into their teaching. Every game offers complete lesson plans, ideas for stretches, equipment lists, arena set up, and skills addressed. The games can be adapted to both independent and lead line riders of all ages. Sixty-five games are arranged for use by month, and ten more games are offered for use at any time of the year. All games have been played and "approved" by riders.
Andrew Burn, David Buckingham, Diane Carr, Gareth Schott, John Thompson. Computer Games: Text, Narrative and PlayPublisher:
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory, as well as from computer games studies, in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative...
Don't beat 'em! Meet 'em, and join 'em! A·An entire PiAħata Prospectus with complete PiAħata details! A·Every Resident and Romance requirement! A·Raise the biggest and most valuable PiAħatas available at the earliest time possible! A·Complete list of every object on PiAħata Island and how best to use it! A·Garden growing strategies and building placement advice! A·Hundreds of PiAħata-raising hints and tips! A·All characters revealed! A·All ruffians dealt with!
The Epic Conquest of History Lives On ·Detailed walkthrough of the Korean, German, and American campaigns, as well as complex analysis of both Turning Points ·Comprehensive guide to multiplayer-specific strategies, including game-tested tips ·Each civilization's strengths and weaknesses broken down for your empire-building advantage ·Complete statistics on all common and civilization-specific units, including military, non-military, sea, land, and air ·Maps for each scenario with all resources, bases, and cities labeled
This book is the insider's guide to the culture and secrets of the game-playing elite. MONSTER GAMING covers everything that hard-core gamers need to know about, from buying and setting up high-end game systems, creating killer audio systems, making PC mods to increase performance, to modifying games. Numerous insider tips and hands-on projects are provided to help gamers get the most out of their hobby. Special chapters show gamers how to create monster game machines, tweak their hardware, compete in tournaments, set up gaming networks, track down hard-to-find games and collectibles, and participate in retro gaming. MONSTER GAMING also covers how to hook up a console to state-of-the-art home-theater systems, how to put your own likeness into games, how to participate in local and national competitions, how to buy imported games not readily available, and how to live the hard-core gamer lifestyle.