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Bit by Bit: How Video Games Transformed our World
by Ervin, Andrew

9780465039708Andrew ErvinBit by Bit: How Video Games Transformed Our WorldVideo games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing-and there is a 40 percent chance this person is a woman. In Bit by Bit , Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games can be art because they are beautiful, moving, and even political. - Description from Syndetics
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How Games Move Us: Emotion by Design
by Isbister, Katherine

9780262034265Katherine IsbisterHow Games Move Us: Emotion by Design An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us , Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train . Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human. - Description from Syndetics
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The Everything Chess Basics Book
by Kurzdorfer, Peter

9781580625869045079205864Anne Ashton; Peter Kurzdorfer; US Chess Federation StaffThe Everything Chess Basics Book: The Rules, the Moves, and the Strategies - All You Need to Know to Play the GameIf you're looking to learn about the game of chess--and win--The Everything Chess Basics Book provides you with the perfect introduction. Endorsed by the United States Chess Federation, The Everything Chess Basics Book is an authoritative guide that appeals to chess players of all ages and skill. From understanding the chess pieces to learning the basic moves to forming a winning strategy, The Everything Chess Basics Book teaches readers all they need to know to sharpen their skills and pick up a few advanced techniques and tricks along the way. The Everything Chess Basics Book also features information on: special moves; threats; types of chess; chess ethics and sportsmanship; notation, scoring, and timing; and more! Packed with hundreds of clear diagrams, The Everything Chess Book will have you declaring "Checkmate!" in no time. - Description from Syndetics
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Good Luck Have Fun: The Rise of eSports
by Li, Roland

9781510725904Roland LiGood Luck Have Fun: The Rise of EsportsEsports is one of the fastest growing--and most cutthroat--industries in the world. A confluence of technology, culture, and determination has made this possible. Players around the world compete for millions of dollars in prize money, and companies like Amazon, Coca Cola, and Intel have invested billions. Esports are now regularly played live on national TV. Hundreds of people have dedicated their lives to gaming, sacrificing their education, relationships, and even their bodies to compete, committing themselves with the same fervor of any professional athlete. In Good Luck Have Fun , author Roland Li talks to some of the biggest names in the business and explores the players, companies, and games that have made it to the new major leagues. Follow Alex Garfield as he builds Evil Geniuses, a modest gaming group in his college dorm, into a global, multimillion-dollar eSports empire. Learn how Brandon Beck and Marc Merrill made League of Legends the world's most successful eSports league and most popular PC game, on track to make over $1 billion a year. See how Twitch.tv pivoted from a video streaming novelty into a $1 billion startup on the back of professional gamers. And dive into eSports' dark side: drug abuse, labor troubles, and for each success story, hundreds of people who failed to make it big. With updates on recent developments, Good Luck Have Fun is the essential guide to the rise of an industry and culture that challenge what we know about sports, games, and competition. - Description from Syndetics
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Reality is Broken: Why Games Make Us Better and How They Can Change the World
by McGonigal, Jane

9781594202858Jane McGonigalReality Is Broken: Why Games Make Us Better and How They Can Change the WorldVisionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness. More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world. Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends. In Reality Is Broken , she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change. McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games. Watch a Video - Description from Syndetics
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Mondo Nano: Fun and Games in the World of Digital Matter
by Milburn, Colin

9780822357438Colin MilburnMondo Nano: Fun and Games in the World of Digital MatterIn Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life , Crysis , and BioShock , international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano . - Description from Syndetics
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The Oxford A-Z of Card Games
by Parlett, David Sidney

9780198608707David ParlettThe A-Z of Card GamesThis fascinating dictionary tells you how to play almost any card game popular in the Western world. Besides classics like Bridge and Poker, it also includes famous historical games, popular folk games, and even Tarot games. With hundreds of games to explore and enjoy, David Parlett's bookwill be invaluable to anyone planning a card evening with friends.Now in a fully revised and updated second edition, its broad coverage includes all the popular and classic games: Bridge, Canasta, Hearts, Poker, Rummy, and Whist. Popular family and party games such as Newmarket, Oh Hell!, and Old Maid also appear, alongside a host of unusual andintriguingly-titled games, for example, Cucumber, Go Boom, I Doubt It, Phat, Spinado, Spite and Malice, and many more.A new layout, with historical information in boxes, and fun graphics to show number of players/packs at a glance make the games even easier to learn and play, while web links added in the text and a Useful Web site section in appendix offer futher added value. Written by the UK's leading card gameexpert, this is truly indispensable for anyone with a yen for cards. - Description from Syndetics
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The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game
by Pilon, Mary

9781608199631Mary PilonThe Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game The Monopolists reveals the unknown story of how Monopoly came into existence, the reinvention of its history by Parker Brothers and multiple media outlets, the lost female originator of the game, and one man's lifelong obsession to tell the true story about the game's questionable origins. Most think it was invented by an unemployed Pennsylvanian who sold his game to Parker Brothers during the Great Depression in 1935 and lived happily--and richly--ever after. That story, however, is not exactly true. Ralph Anspach, a professor fighting to sell his Anti-Monopoly board game decades later, unearthed the real story, which traces back to Abraham Lincoln, the Quakers, and a forgotten feminist named Lizzie Magie who invented her nearly identical Landlord's Game more than thirty years before Parker Brothers sold their version of Monopoly. Her game--underpinned by morals that were the exact opposite of what Monopoly represents today--was embraced by a constellation of left-wingers from the Progressive Era through the Great Depression, including members of Franklin Roosevelt's famed Brain Trust. A fascinating social history of corporate greed that illuminates the cutthroat nature of American business over the last century, The Monopolists reads like the best detective fiction, told through Monopoly's real-life winners and losers. - Description from Syndetics
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Timeless Toys: Classic Toys and the Playmakers who Created Them
by Walsh, Tim

9780740755712050837238039Tim WalshTimeless Toys: Classic Toys and the Playmakers Who Created Them'Toyland, Toyland / Little girl and boy land / Childhood's joyland / Mystic, merry Joyland! Once you pass its borders / You can ne'er return again.' Actually, here's your chance: In Timeless Toys: Classic Toys and the Playmakers Who Created Them , Tim Walsh provides a fascinating look at our collective toy chest." -Washingtonpost.com More about Timeless Toys The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic! Vote for your favorite toy and be part of VH1's "I Love Toys," a show currently in production, set to air next spring. It will be a five-hour toyathon on the top 100 toys of all time. Click here to vote for your favorite toy of all time! - Description from Syndetics
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Sports and Games of Medieval Cultures
by Wilkins, Sally

9780313317118Sally E. D. WilkinsSports and Games of Medieval CulturesFrom the beginning of time, humans have created and passed on to their children sports and games that teach skills, promote leisure, and encourage friendly competition. By studying these sports and games, we learn much about the culture and traditions of our ancestors. "Sports and Games of Medieval Cultures" focuses on those sports, games, and play rituals from across the globe that were invented and played during the time of the Middle Ages. Teachers, students, and sports enthusiasts will enjoy discovering the early origins of their favorite sports and games, and how they have evolved into the familiar versions of today. They will also learn about many games otherwise lost to history, and find instructions on how to adapt them for modern play.As one of four books in the series Sports and Games Through History, it is divided into seven regions of the world including: Africa, Asia, Europe, Latin America, The Middle East, North America, and Oceania. Each section describes sports, games, and play rituals for that region, and students can compare and contrast similar sports and games from different regions. Descriptions of equipment, with instructions on making or adapting the game pieces, are given for those students who would like to recreate the games for either multicultural assignments or for fun. This unique book belongs in every library's sports history and multicultural collections. - Description from Syndetics
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Modified: October 08, 2018