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I’m terrible at games. I didn’t grow up playing them, and never really got the hang of board games or video games. But I like them!! (Lesson you learn by evolving into an Old Person: it doesn’t really matter if you are terrible at something – it can still be fun for you.) So I struggle through, playing with people who patiently instruct me – and who are willing to overlook my glaring gaming flaws. (Thanks, guys!)
So this week we are going to look at a collection of books about games and game players. As always add these to your own person to-be-read (TBR) list, or use them to make a display in your library! As we approach summertime, this might be a good topic to inspire your patrons to grab some books to take home.
And, ass always, all the book information we are sharing here is from Amazon.com. If you click on a link, and happen to buy a book – or anything else – Amazon will give us a small share of their profits on your sale. Yay! Thanks in advance for your support!
(Despite not being a big game player, I loooved this book and learned so much!)
“Visionary 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, design, and play games. “
In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. Long ago the districts waged war on the Capitol and were defeated. As part of the surrender terms, each district agreed to send one boy and one girl to appear in an annual televised event called, “The Hunger Games,” a fight to the death on live TV. Sixteen-year-old Katniss Everdeen, who lives alone with her mother and younger sister, regards it as a death sentence when she is forced to represent her district in the Games. The terrain, rules, and level of audience participation may change but one thing is constant: kill or be killed.
This is a chess book for everyone, from eight to eighty, beginner to master. In a clear, easy-to-follow format it explains how the best way to beat a stronger opponent (be it a friend, clubmate – or Dad!) is by cleverly forcing checkmate. Delightful and instructive positions from real games are used to show the 50 Deadly Checkmates that chess masters use to win their games.
For the beginner, simply learning the checkmating ideas and enjoying the examples will help develop the tactical skills needed to carry out attacks, combinations and sacrifices.
For the advanced player, many of these checkmating ideas will come as a revelation, having never been categorized before. Experts agree that pattern-recognition is vital to success in chess, and this book provides a wealth of valuable patterns.
How to Beat Your Dad at Chess makes improving easy and fun, and is full of helpful explanations and practical advice on how to approach chess games with confidence – and success.
Filled with shocks and chilling surprises, The Magus is a masterwork of contemporary literature. In it, a young Englishman, Nicholas Urfe, accepts a teaching position on a Greek island where his friendship with the owner of the islands most magnificent estate leads him into a nightmare. As reality and fantasy are deliberately confused by staged deaths, sensual encounters, and terrifying violence, Urfe becomes a desperate man fighting for his sanity and his life.
A work rich with symbols, conundrums and labrinthine twists of event, The Magus is as thought-provoking as it is entertaining, a work that ranks with the best novels of modern times.
In June 2007, the FBI informed the NBA that one of its referees, Tim Donaghy, was the subject of a probe into illegal gambling. Within months, the public knew the broad outlines of a scheme involving Donaghy betting on games he officiated with a co-conspirator, longtime Donaghy acquaintance and professional gambler Jimmy Baba Battista. They were joined in the scandal by a mutual childhood friend, Tommy Martino. By November 2008, each man had pleaded guilty to charges relating to the conspiracy, and was in federal prison. The story was over. Or so it seemed to be. Researched with dozens of interviews, court documents, betting records, referee statistics, and unique access to witness statements and confidential law enforcement files, GAMING THE GAME looks inside the FBI’s investigation and beyond to provide the definitive account of the scandal. Jimmy Battista’s remarkable decades-long bookmaking and betting career is examined, including and especially his role as architect of the widely publicized scandal. Battista, who – unlike his co-conspirators – never spoke with federal authorities, reveals for the first time the intricate details of the scheme, most of which only he knows.
It’s the year 2045, and the real world is an ugly place.
Like
most of humanity, Wade Watts escapes his grim surroundings by spending
his waking hours jacked into the OASIS, a sprawling virtual utopia that
lets you be anything you want to be, a place where you can live and play
and fall in love on any of ten thousand planets.
And like most
of humanity, Wade dreams of being the one to discover the ultimate
lottery ticket that lies concealed within this virtual world. For
somewhere inside this giant networked playground, OASIS creator James
Halliday has hidden a series of fiendish puzzles that will yield massive
fortune—and remarkable power—to whoever can unlock them.
For
years, millions have struggled fruitlessly to attain this prize, knowing
only that Halliday’s riddles are based in the pop culture he loved—that
of the late twentieth century. And for years, millions have found in
this quest another means of escape, retreating into happy, obsessive
study of Halliday’s icons. Like many of his contemporaries, Wade is as
comfortable debating the finer points of John Hughes’s oeuvre, playing
Pac-Man, or reciting Devo lyrics as he is scrounging power to run his
OASIS rig.
And then Wade stumbles upon the first puzzle.
Suddenly the whole world is watching, and thousands of competitors join the hunt—among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life—and love—in the real world he’s always been so desperate to escape.
OpTic Gaming: The Making of eSports Champions,
OpTic Gaming, the four-time Call
of Duty Major League Gaming Champions and one of the top eSports teams
in the world, now takes fans behind the controller—into the game and the
minds of the greatest gamers in the world—in this fascinating and
unique memoir and insider guide.
Emerging on the scene in 2006,
OpTic Gaming has dominated the Call of Duty e-sports arena, thanks to
the talents of legendary players such as Matt “NaDeSHoT” Haag, the
biggest eSports personality on earth; Seth “Scump” Abner, the best Call
of Duty player in the world; Midnite, one of the first girl gamers to
rise to stardom on YouTube; and Hector “H3CZ” Rodriguez, the team
founder and CEO. With over 14 million followers across social platforms
like Twitter, Facebook and YouTube, no other team of players in eSports
can match OpTic’s popularity or ability to bring fans into the game.
Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming,
they candidly share their story of becoming Call of Duty’s global
royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their
lives, exploring what it takes to make it in professional gaming, and
speaking honestly about the consequences of their newfound fame. These
best-of-the-best take you behind the controller, offering insights,
knowledge, and strategies to help you improve your shot, master the most
complex maps, and conquer the game with the ultimate weapons. Going
beyond their number-one game, the team also discusses the rest of their
lineups and how to become a champion in any arena. Revealing their go-to
strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.
In this series, we’ll pick some of our favorite things about Minnesota and share some related book suggestions. (We’re open to your suggestions! Comment below or email us and tell us some of your favorite MN things!)
Part of the journey from winter to summer is that in-between time full of melting snow, puddles, and rain showers. That’s why this week we’re looking at some great books featuring umbrellas!
Umbrella by Taro Yashima This book was nominated for the Caldecott award in 1959, “Momo can’t wait to use the red boots and umbrella she received on her birthday. All she needs now is a rainy day! Soft illustrations portray a thoughtful story about patience and growing independence.”
Harper and the Scarlet Umbrella by Cerrie Burnell “Harper lives in the City of Clouds with her Great Aunt Sassy and her beloved cat Midnight. When Midnight goes missing – together with all the cats of the neighbourhood – Harper realises that only her magical scarlet umbrella can help her find him… When Harper steps out with the umbrella in her hand, she is carried up into the sky on a series of amazing adventures.”
My Most Excellent Year by Steve Kluger “Meet T.C., who is valiantly attempting to get Alejandra to fall in love with him; Alejandra, who is playing hard to get and is busy trying to sashay out from under the responsibilities of being a diplomat’s daughter; and T.C.’s brother Augie, who is gay and in love and everyone knows it but him.”
The Umbrella Man and Other Stories by Roald Dahl “The Umbrella Man and Other Stories is a collection of thirteen short stories selected for teenagers from Dahl’s adult works. By turns shocking, ironic, humorous, and touching, these stories are filled with bizarre twists and unexpected delights.”
Dearly, Departed by Lia Habel “The year is 2195. The place is New Victoria – a high-tech nation modeled on the manners, mores, and fashions of an antique era. A teenager in high society, Nora Dearly is far more interested in military history and her country’s political unrest than in tea parties and debutante balls. But after her beloved parents die, Nora is left at the mercy of her domineering aunt, a social-climbing spendthrift who has squandered the family fortune and now plans to marry her niece off for money. For Nora, no fate could be more horrible – until she’s nearly kidnapped by an army of walking corpses.”
Just a quick note to remind everyone that we are going to be on hiatus with Reading With Libraries, so be sure you are subscribed to Linking Our Libraries to keep up with all the new episodes there!
Subscribe to our newsletter, our social media, and our podcasts to stay up to date on all kinds of great stuff! We serve 300+ libraries of all types, and are always ready to talk about libraries and books.