“Partition”

“you’re kashmiri until they burn your home. take your orchards. stake a different flag. until no one remembers the road that brings you back. you’re indian until they draw a border through punjab. until the british captains spit paki as they sip your chai, add so much foam you can’t taste home. you’re seraiki until your mouth fills with english. you’re pakistani until your classmates ask what that is. then you’re indian again. or some kind of spanish. you speak a language until you don’t. until you only recognize it between your auntie’s lips. your father was fluent in four languages. you’re illiterate in the tongues of your father. your grandfather wrote persian poetry on glasses. maybe. you can’t remember. you made it up. someone lied. you’re a daughter until they bury your mother. until you’re not invited to your father’s funeral. you’re a virgin until you get too drunk. you’re muslim until you’re not a virgin. you’re pakistani until they start throwing acid. you’re muslim until it’s too dangerous. you’re safe until you’re alone. you’re american until the towers fall. until there’s a border on your back.”

Call Number: 816.21 A818I

Video Games and Religion, Finally Together

Game studies have been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century.

Call Number: 794.8 M592

Gaming the System

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask.” By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Call Number: 371.33 K294G

All Animals are Equal…or are They?

George Orwell’s 50th anniversary illustrated edition of a farm that is taken over by its overworked, mistreated animals. With flaming idealism and stirring slogans, they set out to create a paradise of progress, justice, and equality. Thus the stage is set for one of the most telling satiric fables ever penned –a razor-edged fairy tale for grown-ups that records the evolution from revolution against tyranny to a totalitarianism just as terrible. Orwell’s famous satire of the Soviet Union, in which “all animals are equal but some animals are more equal than others.”

Call Number: 829.143078 A598 1995

Games Meet College

Gaming technologies have become effective learning tools in education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of learned activities. An essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation.

Call Number: 378.1758 C841G

Competitions as a Christian

Many people are passionate about sports, yet few give thought to its role and importance in their lives, let alone its relationship to Christian faith. This book examines the potential of sports and challenges readers to consider how it relates to their deepest passions, behaviours, and actions while providing newcomers to the field with a framework to help consider the connection between sports participation and faith-based values. Featuring academic writers from a range of disciplinary fields, including philosophy, theology, sports studies and education, Sport and Christianity: Practices for the Twenty-First Century sheds insight into the meaning of sports for Christians as participants and as practitioners.

Call Number: 796.01 S764

The Complete Reverse Design Collection

The Reverse Design series looks at the design decisions that went into classic video games. Six instalments in total: Chrono Trigger, Final Fantasy VI, Final Fantasy VII, Super Mario World, Diablo II, and Half-Life. Each book looks at key designs of all of these video games that are written in a readable format and broken down into sections. The key features of each book are comprehensive definitions, a summary of the historical context of each game, and extensive collections of data and data visualizations.

Final Fantasy VI: 794.8 H737RF6

Chrono Trigger: 794.8 H737RC

Super Mario World: 794.8 H737RS

Half-Life: 794.8 H737RH

Final Fantasy VII: 794.8 H737RF7

Diablo II: 794.8 H737RD2

From Gangs to Redemption

One of the most influential Christian books of modern times, with over 12 million copies sold worldwide. Nicky Cruz’s powerful story of redemption, salvation and transformation is a powerful testament to the glorious transformative power of the Gospel of Jesus Christ. A vicious fighter, criminal, drug user, drunkard and thief he was the leader of one of New York City’s most violent gangs, the Mau Mau. But all that changed when he met David Wilkerson, author of The Cross and the Switchblade, who refused to give up on Nicky Cruz. When he finally met Jesus and accepted Him as his Savior, Nicky Cruz left his violent life and gang to start a ministry that impacts young people today. His story proves that anyone can be reached with the gospel of Christ.

Call Number: 248.246092 C957R

May the Stories Never End

When it comes to academic analysis, mainstream humanities research seems confused about what to do with videogames. The problem is one of the classifications, in the first instance: ‘is it a story, is it a game, or is it a machine?’ After weathering many controversies with regards to their cultural status, video games are now widely accepted as a new textual form that requires its own media-specific analysis. Despite the rapid rise in research and academic recognition, video game studies have seldom attempted to connect with older media and to locate itself within broader substantive discourses of the earlier and more established disciplines, especially those in the humanities. Video games and Storytelling aims to re-address this gap and to bring video games to mainstream humanities research and teaching.

Call Number: 794.8 M953V

No “Goblin Market” but Still Some Wholesome Fun!

Drawing from letters, contracts, and other archival material, Linda Peterson details the careers of various women authors from the Victorian period. Some adopted the practices of their male counterparts and wrote for periodicals before producing a best-seller; others began in literary partnerships with their husbands and pursued independent careers later in life; and yet others wrote from obscure parsonages or isolated villages, hoping an acclaimed novel might spark a meteoric rise to fame. Peterson considers these women authors’ successes and failures–the critical esteem that led to financial rewards and lasting reputations, as well as the initial successes undermined by publishing trends and pressures.

“For the case studies, I have chosen six women of letters whose careers reveal new possibilities for the professional woman author and whose commentaries on their literary lives reveal the obstacles they faced and the strategies by which they succeeded (partially, if not wholly). All professionally innovative, these women took different approaches to authorship — approaches determined in part by their historical moment, in part thrust upon them by the demands of the marketplace, in part adopted as expressions of highly personal values and contingencies. The case studies do not, as one of my readers noted, ’round up the usual suspects’ (though canonical figures appear frequently in this book); rather, I have focused on women whose literary innovations and public self-constructions are pivotal in the history of authorship. I alternate women whose lives were marked by professional success and literary esteem with lesser-known writers, famous in their day, uncanonical now, but nonetheless representative of important models of nineteenth-century authorship” (Peterson, 6).

Call Number: 820.9 P485B