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Selasa, 19 Januari 2010

Free Ebook HelloFlo: The Guide, Period.

Free Ebook HelloFlo: The Guide, Period.

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HelloFlo: The Guide, Period.


HelloFlo: The Guide, Period.


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Product details

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Audible Audiobook

Listening Length: 2 hours and 28 minutes

Program Type: Audiobook

Version: Unabridged

Publisher: Listening Library

Audible.com Release Date: October 17, 2017

Whispersync for Voice: Ready

Language: English, English

ASIN: B075GRMQNM

Amazon Best Sellers Rank:

I didn't get past the first page to know that this book was not for my daughter. The author dives right into the introduction talking to girls about "cottage cheese", "crusty" stuff, and "yogurty" mess in her panties among other things. On the second page it actually states "Oh, and there will be blood. A lot of it. Think: horror movie. Sometimes it may look and feel like a waterfall of blood..." I was looking for a book with that would help her feel good and not scared about what to expect but this is not it.I am sure the info in the book is probably factual but IMO this was not presented in a child friendly mannor. Full disclosure I did not read further than the intro because as stated I knew I needed to find a different book for my daughter already based on what I had already read.

I got this for my 12-year old after her second menstrual cycle in mid-2018. She’s read both American Girl books (and we liked them) as well as having a sex educator for a mom so she’s seen LOTS of books come through the house over the years and is familiar with anatomy and puberty in general. However, **TMI warning** I have a medical condition that prevents me from offering first-hand experience about products, etc that are available in the last 16 years - SO this book has been great at giving both of us timely information about today’s market of menatrual products, caveat being the difference in organic and “natural” pads and tampons versus mainstream products available everywhere. I even appreciated that she brought up some minority trends “free bleeding” that I’d never heard of, so my daughter and I could discuss it. I think it’s helpful to know what ALL the options are and what movements may suddenly appear in our periphery.What I loved the most was how individually empowering the message was, that any girl can choose to do what works for herself regardless of what’s popular or what others are doing. The author really talks up comfort and self-respect and self care which our tweens cannot get enough of these days!The only component I did not love about this book was the doctor’s notes/corner/pages. The endocrinologist talks WAY over a tween’s head, even so far that I had to reread her sections multiple times. I beg of you, author: please review the standards of health literacy with that physician and consider better illustrations to accompany. It was difficult to get through, and I teach some of those concepts!I personally read this book in an hour to know what I was giving my daughter. Another commenter stopped reading at the intro because it talks about cottage cheese in your underwear and horror-movie like blood... yeah, totally on the extreme side but once you get past that introduction the author’s got your attention and is building rapport with her audience. This is a GREAT book for young ladies that have recently noticed the discharge in their underwear - it becomes super relevant at that point, and again after the mentrual cycle begins.Good luck to all the parents and guardians navigating this stage of your gal’s life!

This is a good book. It explains the changing body and brain in a way that tweens and young teens won't be too embarrassed to read about. It doesn't try too hard to speak in their voice but at the same time doesn't come across as some old lady preaching at them. I particularly enjoyed that the book ended with discussing the importance of female solidarity and of having good friendships with other girls. The only concern I had is that it may be slightly above the reading level of the average girl who is in fourth or fifth grade and getting this book for the first time. Some popular culture references will also need to be updated as the years go by. This book is limited to body and brain development and the realities of taking care of yourself in regard to those things, it does not go into sex education, so an age appropriate book will need to be found for that if you are the type to throw books on the desk of your daughter who turns bright red and runs off when you say the word vagina.

So I started talking to my 9 year old daughter one day about her changing body and bundled it up. It was after that I went online and this book had great reviews. She's read it, I've read it and we've read it together. It helped us have constructive conversations and I kept on thinking wow, I wish I had or knew this when I was growing up. Awesome book, highly recommended!

My mother would have loved this book! She was the queen of Frank Parental Sex/Body Talk, delivering TMI but early, accurate info. HOWEVER I was too embarrassed to ask her certain questions and there was no internet. The book contains a lot of explicit, honest information and a parent might be uncomfortable with a girl having so much truth in her hands. BUT THEY NEED IT. If I had this frank and friendly book as my friend and guide, I would not have cried myself to sleep for months thinking that I was dying of cancer. They used to put the seven warning signs of cancer all over everything back then. I had "A Lump Or Thickening In The Breast Or Elsewhere." Naama Bloom's book calls this "budding breasts." At age 12, I could diagram the reproductive system, but I had no idea that breasts budded. Maybe it would have been even more helpful to know that one bud might start budding before the other. When I finally broke down and tearfully told Mom about my cancer, she guffawed explosively, not exactly the response I was expecting. Suffice it to say that even the most open-minded, comfortable-talking-about-everything mother MIGHT FORGET TO TELL A GIRL A FEW KEY POINTS. So even an open-minded frank talk Mom NEEDS THIS BOOK. I bought multiple copies because I will be giving it to SO MANY PEOPLE.

My 11 year old daughter loves this book. I got it for her after she kept asking me tons of questions about her changing body. She’s a bit of a hypochondriac so I thought that arming her with the facts would be the best way to help her cope with puberty. It has absolutely worked. She couldn’t put it down when she first got it and would tell me all sorts of stuff that I hadn’t even been aware of!

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Sabtu, 16 Januari 2010

Ebook Andrew Rollings and Ernest Adams on Game Design

Ebook Andrew Rollings and Ernest Adams on Game Design

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Andrew Rollings and Ernest Adams on Game Design

Andrew Rollings and Ernest Adams on Game Design


Andrew Rollings and Ernest Adams on Game Design


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Andrew Rollings and Ernest Adams on Game Design

From the Publisher

Andrew and Ernest have compiled a wonderful book for both potential and experienced gamers alike. The best part about this book is the worksheets that appear in almost all the chapters. They enable you to stop and consider various game design questions even before starting your own design – questions such as "What process is the player going to manage?" "What actions will the player take in managing that process?" and "Who is the central character in the game, the player’s avatar?" Here's what Will Wright (creator of The Sims and SimCity) says about the book: "A very useful book for anyone working in (or hoping to work in) interactive media. Andrew Rollings and Ernest Adams approach the topic with very practical advice for both new and experienced designers." We hope you like it, too. Please send me your thoughts. Lisa Thibault, New Riders (lisa.thibault@newriders.com)

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From the Author

Andrew Rollings: This book contains our combined thoughts on the important issues that relate to designing games. We have chosen to address areas that we believe are important and under-served. We offer a game design methodology intended to get your creative juices flowing. We discuss the central issues that every game designer must face, and pose a series of questions for you to ask yourself about the game that's in your head. The answers to those questions will move you along the path from idea to design. You are at the beginning of a voyage of discovery. The journey begins here. Ernest Adams: One day I received a letter from Andrew Rollings asking if I would like to co-author a book on game design. Andrew had already written the highly successful Game Architecture and Design with Dave Morris, so I knew he would be a good collaborator. It didn’t take me long to say yes. We first met in a restaurant, and blocked out the chapter plan over dinner. Andrew would write the chapters on storytelling and core mechanics, I would write the ones on concepts and worlds, and we’d split the genre chapters between us according to interest and experience. Philosophically, we were very much on the same wavelength. We wanted to be definitive without being dictatorial, and comprehensive but still concise. We wanted to write a book that designers and students could turn to for specific advice. We don’t tell you exactly what to do. Instead we tell you what to think about, identifying the major questions that every designer must face. We don’t design your game for you; we give you the tools to help you design it yourself, including numerous examples from current and earlier games. It has been a long, hard road. But we got there in the end and we’re proud of our work. We hope you’ll find it valuable.

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Product details

Paperback: 648 pages

Publisher: New Riders; 1 edition (May 11, 2003)

Language: English

ISBN-10: 1592730019

ISBN-13: 978-1592730018

Product Dimensions:

7.2 x 1.1 x 9 inches

Shipping Weight: 2.4 pounds

Average Customer Review:

4.3 out of 5 stars

11 customer reviews

Amazon Best Sellers Rank:

#1,239,530 in Books (See Top 100 in Books)

This is a great book for GD. What makes this stand out from many others is how it is set up. After you read the first chapter to get the terminology and concepts down you can then skip to any chapter in the book, each being a specific genre of game, go on from there to get specific in formation. So there is no need to read there the entire book and you can focus on what genre you are specifically interested in.

Having read "Game Architecture and Design", which I consider the best game design book written, I was anxious for the follow-up from Andrew Rollings. I was not disappointed. Overall, this book covers unique material, but is aimed more toward the less experienced game designer. It's a great companion to his first book.I highly recommend both books, and I suggest reading this latest book, co-authored by Ernest Adams, first, and then follow-up with the larger, more advanced book co-authored by Dave Morris. Together, they provide a comprehensive guide to making fun, successful games.Scott Miller, CEO3D Realms

an outstanding book: a thorough treatment of the topic, and an enjoyable read. highly highly highly highly highly highly recommended. there's you're 16 words amazon.

Probably one of the most influential, spot on, game design texts I have ever read.

Wonderful book! It's a classic!

The first half of this book is great, and the chapter on *What Gameplay Is* alone makes this book more than worth it. Rollings and Adams propose a new definition of game - to replace Sid Meier's off-the-cuff definition "A series of meaningful choices" - that is more general, more liberating, and more true. So anyone who is annoyed by the fact that their favorite linear platformer supposedly isn't a game by the Meier definition can turn to this. It sounds like a small thing, but so many designers quote the Meier definition so often I expect that this small pebble will create ripples that will effect the kinds of games we see in the future. By focusing on challenges rather than choices, Rollings and Adams have changed the way I think about game design.Also, while Rollings' other book is most suited for people making strategy games, this book really is general enough to be a worthy read for anybody working on any kind of game.I only gave it four stars because, for me, the last half of the book--summary chapters of different game genres--was mostly throwaway, rarely going into very much depth or telling me information I didn't know already.

In writing a book review, it's important to realize the importance of "cover previews." In essance, the cover previews provide a contract for either what a book is about or what information the book will provide.For instance, the back cover of the book On Game Design posits: "How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity?"It is important to note that the book does not limit itself to console video games or computer games. The essence of the rules discussed in this book are those of creating any type of game. Right away that should tell you whether or not you're going to find the book useful. Are you looking for a book that tells you, in general and abstract terms, what concepts are involved with creating a game, or are you looking for a book that actually works examples of concepts?While this book does a good job of providing many checklists for consideration, advice for certain conditions, and a dictionary of possible ways to view game design, the writers do not follow through. There are few solid examples of checklist scenarios or of worked-through versions of a game scenario which a game designer would find helpful. Without a practical means to an end, there is little purpose in reading these examples except for reassurance that you're facing the same problem that other people have faced. There are many psychology texts available for that situation already.If you're used to reading programming books, like I am, you're probably aware that they follow a standard format: Propose a problem, choose a method of solution, work through several to many versions of the solution, solve the problem. With only a proposal, it is rather unhelpful to not see why one solution is better than another when it comes to game design. For that matter, as you might have guessed, the level of abstraction to design presented in this book leaves no space for any code examples.While the advice given in certain situations might be helpful to someone who knows nothing about game design, it is highly likely that whoever reads this book will have little need of it since the advice is so much common sense that a gamer of several years would already be aware of much of this. It's like a senior in college having to take freshman seminar.But, aside from this little discussion of fault, there is much to be savored in this book. Don't let this review scare you off! Get a copy of the book. Read it. Keep it as a reference for when you might need a more formalized way of presenting a problem you face in game design.And as I'm sure you know, once you've found a way to state a problem, you're almost ready to find a way to solve it.

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