In this Book

summary

Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice. Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind.

With more than forty chapters, Games' Most Wanted whisks readers away into the fantasyland of games. Learn more about board games that have been passed through generations, video games that predict the future, and card games that have brought down the house. Ben H. Rome and Chris Hussey also reveal the culture behind the entertainment-the codes of conduct, the language, the conventions, and the workshops-proving that leisure can be a lifestyle. Something they won't reveal: how to rescue the princess. Regardless of the hand you're dealt, Games' Most Wanted is sure to cure any boredom.

Table of Contents

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  1. Cover
  2. p. 1
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  1. Title Page, Other Works in the Series, Copyright
  2. pp. 2-5
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  1. Contents
  2. pp. v-vi
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  1. List of Illustrations
  2. pp. vii-9
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  1. Acknowledgments
  2. pp. ix-x
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  1. Introduction
  2. pp. xi-xv
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  1. 1. Games from Long Ago
  2. pp. 1-8
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  1. 2. Playing to Win
  2. pp. 9-16
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  1. 3. They Come in All Shapes and Sizes
  2. pp. 17-22
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  1. 4. Pioneers of Gaming
  2. pp. 23-31
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  1. 5. Trailblazers
  2. pp. 32-40
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  1. 6. Classic Board-dom
  2. pp. 41-48
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  1. 7. It’s in the Cards
  2. pp. 49-58
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  1. 8. The Smallest Players
  2. pp. 59-66
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  1. 9. Girls Gone Gaming
  2. pp. 67-75
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  1. 10. Stepping Up to the Table
  2. pp. 76-83
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  1. 11. The Code
  2. pp. 84-91
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  1. 12. Socially Acceptable
  2. pp. 92-99
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  1. 13. Gaming on the Silver Screen
  2. pp. 100-108
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  1. 14. Games from the Star Wars Universe
  2. pp. 109-117
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  1. 15. Repeating the Past
  2. pp. 118-125
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  1. 16. Comic Relief
  2. pp. 126-134
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  1. 17. The Workshop of Games
  2. pp. 135-142
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  1. 18. Giant, Stompy Robots
  2. pp. 143-149
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  1. 19. Apocalypse Coming
  2. pp. 150-158
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  1. 20. Arcadian Rhythms
  2. pp. 159-166
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  1. 21. Came with a Bang, Died with a Whimper
  2. pp. 167-174
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  1. 22. How Nintendo Changed the Future
  2. pp. 175-183
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  1. 23. Iconography
  2. pp. 184-191
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  1. 24. Guiding Games
  2. pp. 192-198
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  1. 25. Fizzling Electrons
  2. pp. 199-205
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  1. 26. Tough Nuts to Crack
  2. pp. 206-212
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  1. 27. We Still Believe . . .
  2. pp. 213-218
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  1. 28. Gamer Stuff
  2. pp. 219-224
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  1. 29. Your Friendly FPS
  2. pp. 225-231
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  1. 30. Shifting Gears
  2. pp. 232-237
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  1. 31. Fantastic Electrons
  2. pp. 238-244
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  1. 32. WoWing Your Friends
  2. pp. 245-252
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  1. 33. Future Tense
  2. pp. 253-260
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  1. 34. Conventions: Gamer Paradise
  2. pp. 261-269
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  1. 35. Playing Games for Fun and Profit
  2. pp. 270-275
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  1. 36. It Takes a Village
  2. pp. 276-283
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  1. 37. Games, But Not
  2. pp. 284-292
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  1. References
  2. pp. 293-295
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  1. Index
  2. pp. 296-310
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  1. About the Authors
  2. pp. 311-328
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