Sonicfox Chess

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  sonicfox chess: A Newborn Business Zoltan Andrejkovics, 2018-10-05 Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series How can I become a professional esports player? How can I make a living playing esports? What is the lifespan of an esports game? What are the most popular esports? These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
  sonicfox chess: Queer Game Studies Bonnie Ruberg, Adrienne Shaw, 2017-03-28 Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.
  sonicfox chess: The Invisible Game Zoltan Andrejkovics, 2016-05-07 Competitive gaming and eSports among youths became a major theme these days. For an e-Athlete, having the best strategy or belonging to a team with the best skills are sometimes not enough for success. Real life tournaments are tougher than we can imagine. The Invisible Game covers the necessary mental development of eSport players. The book helps to prepare the players' minds for the challenges, both on the map and in real life. Nowadays we overestimate the power of our thoughts, and we forget the potential of our inner wisdom. This book guides you with honest life experiences of an eSport team manager on a journey to find the mental balance for peak performance.
  sonicfox chess: Play Winning Chess Yasser Seirawan, Jeremy Silman, 2003 'When most people learn to play chess, they usually memorise the movements of the pieces and then spend years pummelling away at each other with little rhyme and even less reason. Though I will show you how each piece leaps around, what it likes to do
  sonicfox chess: Transforming Health Care Phil Fasano, 2013-01-29 The future of healthcare technologies, and what they mean for investors and entrepreneurs The healthcare technology revolution is just around the corner. And when it arrives, it will change and enrich our lives in ways we can only begin to imagine. Doctors will perform blood pressure readings via video chat and nutritionists will analyze diet based on photos taken with cellphone cameras. Transforming Health Care combines healthcare, technology, and finance in an innovative new way that explains the future of healthcare and its effects on patient care, exploring the emergence of electronic tools that will transform the medical industry. Explaining how technology, not politics, will lead the future of the healthcare revolution, author and healthcare technology expert Phil Fasano presents real-life examples that show how the next generation of medical breakthroughs will come from the instant exchange of information across the world Explores how new technologies will radically change the future of healthcare by making it easier to share information rapidly Explains what the future of the high tech medical industry means for investors and entrepreneurs Written by a respected healthcare and health technology expert Offering an unprecedented look at how technology is transforming the healthcare industry, and what it will mean for future investors and entrepreneurs, Transforming Health Care is a remarkable insight into the next generation of health technologies.
  sonicfox chess: All Your Base Are Belong to Us Harold Goldberg, 2011-04-05 Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
  sonicfox chess: Fundamental Chess Endings Karsten Müller, Frank Lamprecht, 2001 This is the first truly modern one-volume endgame encyclopaedia. It makes full use of endgame tablebases and analytical engines that access these tablebases; where previous authors could only make educated guesses, Muller and Lamprecht have often been able to state the definitive truth, or get much closer to it. New time-controls involve competitive games being played to a finish in one session, so it is especially important that chess-players understand the key endgame principles. This book provides comprehensive assistance for any players wishing to study the endgame. In addition to a feast of detailed analysis, the authors emphasize the practical side of endgame play, describing rules of thumb, principles, and thinking methods. Fundamental Chess Endings is both the ideal endgame reference work, and a book that can profitably and enjoyably be read from start to finish. Book jacket.
  sonicfox chess: JLA: Earth 2 Grant Morrison, 2013-11-19 They are the world's gravest super-villains: Ultraman, Owlman, Superwoman, Power Ring and Johnny Quick—the legendary Crime Syndicate of Amerika! Nothing has ever seriously threatened the global corruption they proudly enforce, but now a twisted mirror image of the CSA has arrived from the flip side of reality. Can anything stop this so-called 'Justice League,' or will the stable, perfect evil of the Earth 2 fall victim to the tyranny of law, righteousness and freedom?
  sonicfox chess: Watership Down Richard Adams, 2012-11-27 40th anniversary edition of Richard Adams' picaresque saga about a motley band of rabbits - Watership Down is one of the most beloved novels of our time. Sandleford Warren is in danger. Hazel's younger brother Fiver is convinced that a great evil is about to befall the land, but no one will listen. And why would they when it is Spring and the grass is fat and succulent? So together Hazel and Fiver and a few other brave rabbits secretly leave behind the safety and strictures of the warren and hop tentatively out into a vast and strange world. Chased by their former friends, hunted by dogs and foxes, avoiding farms and other human threats, but making new friends, Hazel and his fellow rabbits dream of a new life in the emerald embrace of Watership Down . . . 'A gripping story of rebellion in a rabbit warren and the subsequent adventures of the rebels. Adams has a poetic eye and a gift for storytelling which will speak to readers of all ages for many years to come' Sunday Times 'A masterpiece. The best story about wild animals since The Wind in the Willows. Very funny, exciting, often moving' Evening Standard 'A great book. A whole world is created, perfectly real in itself, yet constituting a deep incidental comment on human affairs' Guardian Richard Adams grew up in Berkshire, the son of a country doctor. After an education at Oxford, he spent six years in the army and then went into the Civil Service. He originally began telling the story of Watership Down to his two daughters and they insisted he publish it as a book. It quickly became a huge success with both children and adults, and won the Guardian Children's Fiction Award and the Carnegie Medal in 1972. Richard Adams has written many novels and short stories, including Shardik and The Plague Dogs.
  sonicfox chess: Watch Me Play T. L. Taylor, 2018-10-16 A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
  sonicfox chess: Gaming Representation Jennifer Malkowski, TreaAndrea M. Russworm, 2017 Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
  sonicfox chess: The Medium of the Video Game Mark J. P. Wolf, 2010-07-22 Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term video game and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
  sonicfox chess: Horse Crazy Sarah Maslin Nir, 2021-08-03 There are over seven million horses in America-- even more than when they were the only means of transportation. Nir began riding horses when she was just two years old and hasn't stopped since. This is her funny, moving love letter to these graceful animals and the people who are obsessed with them. She takes us into the lesser-known corners of the riding world and profiles some of its most captivating figures, and speaks candidly of how horses have helped her overcome heartbreak and loss. -- adapted from jacket
  sonicfox chess: Flash & Green Lantern Mark Waid, Tom Peyer, 2001 Continues the adventures of Flash and the Green Lantern as they thwart their evil foes.
  sonicfox chess: The End of Ownership Aaron Perzanowski, Jason Schultz, 2018-03-16 An argument for retaining the notion of personal property in the products we “buy” in the digital marketplace. If you buy a book at the bookstore, you own it. You can take it home, scribble in the margins, put in on the shelf, lend it to a friend, sell it at a garage sale. But is the same thing true for the ebooks or other digital goods you buy? Retailers and copyright holders argue that you don't own those purchases, you merely license them. That means your ebook vendor can delete the book from your device without warning or explanation—as Amazon deleted Orwell's 1984 from the Kindles of surprised readers several years ago. These readers thought they owned their copies of 1984. Until, it turned out, they didn't. In The End of Ownership, Aaron Perzanowski and Jason Schultz explore how notions of ownership have shifted in the digital marketplace, and make an argument for the benefits of personal property. Of course, ebooks, cloud storage, streaming, and other digital goods offer users convenience and flexibility. But, Perzanowski and Schultz warn, consumers should be aware of the tradeoffs involving user constraints, permanence, and privacy. The rights of private property are clear, but few people manage to read their end user agreements. Perzanowski and Schultz argue that introducing aspects of private property and ownership into the digital marketplace would offer both legal and economic benefits. But, most important, it would affirm our sense of self-direction and autonomy. If we own our purchases, we are free to make whatever lawful use of them we please. Technology need not constrain our freedom; it can also empower us.
  sonicfox chess: Video Games Have Always Been Queer Bo Ruberg, 2019-03-19 Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
  sonicfox chess: CPT Professional 2020 American Medical Association, 2019-09-23 This AMA-authored resource helps health care professionals correctly report and bill medical procedures and services.
  sonicfox chess: Wanderhome Jay Dragon, 2021-06 Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
  sonicfox chess: Heart Grant Howitt, Christopher Taylor, 2020-06 Roleplaying game set in a strange undercity that warps to match your heart's desire.
  sonicfox chess: The Spinster Diaries Gina Fattore, 2020-04-21 Our heroine, a moderately successful TV writer in L.A., wants her life to be as sunny and perfect as a Hollywood rom-com: a cool job, a wacky best friend, and lots of age-appropriate hot guys just dying to date her. Instead, she’s a self-described spinster who is swimming in anxiety and just might have a tiny little brain tumor. So she turns to an unlikely source for inspiration: the eighteenth-century novelist and diarist Frances Burney, who pretty much invented the chick-lit novel. A semi-autobiographical unromantic comedy, The Spinster Diaries is a laugh-out-loud satire of both the TV business and the well-worn conventions of chick lit—as well as the true tale of the forgotten writer who inspired Jane Austen to greatness. It's an endearing and refreshingly honest testament to how one person’s life can reach out across the centuries to touch another’s.
  sonicfox chess: Understanding Minecraft Nate Garrelts, 2014-10-01 Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.
  sonicfox chess: The Snake's Song Mary E. Lowd, 2018-03-13 When a creature of the treetops listens to the song of a snake, she finds herself drawn into an adventure deep under the earth. Witch-Hazel was never good at being a squirrel. She could never find her lost stashes of acorns, but maybe she can prove herself by finding a treasure that matters much more -- the lost Celestial Fragments of the All-Being. Witch-Hazel's quest takes her through labyrinths, lost mole cities, and underground kingdoms. She faces riddles from a leontaur, an army of ghost moles, and sorcerer crabs, but she also makes unexpected friends. Can Witch-Hazel find the Celestial Fragments and make it back to the sunlight world above? If she survives, will she be the same squirrel who began her journey, or has she been forever changed by the snake's song?
  sonicfox chess: Spire Grant Howitt, Christopher Taylor, 2018
  sonicfox chess: Gaming Masculinity Megan Condis, 2018-05-01 In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
  sonicfox chess: The Wayward Astronomer Geoffrey Thomas, 2017-05-09 Hal Adhil and Miri Rodgers are best friends. They spend their days working at a small observatory in the Starfall Mountains beyond the metropolis of Anduruna. Miri is the only person Hal trusts to understand a dangerous secret: Hal can see all wavelengths of light. Hal uses his superpower only when they are free from prying eyes that could report them to the authorities. The lives of Hal and Miri quickly change one night, however, when a meteor crashes into the nearby mountains. When they set out to retrieve the fallen star, it quickly becomes apparent that things are not what they seem. What appeared to be an ordinary meteor is in fact a strange power source that Hal and Miri are not the only ones looking for. In order to rescue his closest companion, Hal must not only unravel a mystery that has eluded his people for ages, but also face unsavory characters from his own past. Can Hal, the Wayward Astronomer, harness his supernatural powers to rescue his friend before time runs out?
  sonicfox chess: Persimmon Takes On Humanity Christopher Locke, 2015-02-10 What would you do if you saw someone committing unimaginable acts of cruelty? Turn the other way or defend those in need—no matter the cost? That’s the dilemma thrust upon Persimmon, a clever and compassionate raccoon, and her loyal forest friends. Instantly, the courageous critters spring into action, risking their own lives to rescue any animal they see suffering at the hands of humans. What the team doesn’t know is just how rampant this violence really is, and soon their exciting rescue missions turn shockingly dangerous and deadly. Will they succeed in saving the animals of the world from humans’ brutality, or will they fall victim to the powerful system of abuse they’re trying so desperately to end? Persimmon Takes On Humanityis the thrilling first book in the animal rights-themed YA series, The Enlightenment Adventures. For anyone who loved the intensity of The Hunger Games, the social commentary of TheJungle, and the heart of Charlotte’s Web, this will be your new favorite book.
  sonicfox chess: Without Copyrights Robert Spoo, 2016 Tells the story of how the clashes between authors, publishers, and literary pirates influenced both American copyright law and literature itself.--Dust jacket flap
  sonicfox chess: Over Our Heads Jan Stryvant, 2017-10-11 Sean's still up to his neck in trouble, but at least he's finally found an example of his father's work, along with all of his notes. Now all Sean has to do is figure out not only how to reproduce his father's greatest achievement, but to solve the one problem his father wasn't able to. Holed up in a cold war era bomb shelter, all Sean wants to do now is keep his head down and his family safe, while he untangles this latest problem.Like it or not however, Sean has set events in motion that will change the future for all of the mages and supernatural beings involved, should he prove successful. While many may welcome these changes and the freedom it will bring them, some of the more powerful councils will most definitely not. WARNING: Over Our Head contains explicit sexuality, nudity, violence, bad language, attempted murder, actual murder, self-defense, pro-active self-defense, destruction of private property, vandalism, breaking and entering, tantric magic, polyamory, mayhem, gratuitous sex and violence, an opportunistic goblin, and a little girl who knows all about guilt trips.
  sonicfox chess: Titles Kyell Gold, 2019-12-05 Eight years after Dev Miski's first championship game, he's back in the playoffs chasing that elusive ring. Lee is chasing a promotion, one step closer to his dream job in the world of football. But Dev has a problem with his roommate, a flirty gay bobcat, and Lee is called upon to help a family member through a difficult transition. To get through these two weeks, they'll have to remember who they are--and decide who they want to be.
  sonicfox chess: Sleepaway Jay Dragon, 2019 The core system of Sleepaway is based on Dream Askew & Dream Apart by Avery Alder and Benjamin Rosenbaum. By extension, it is powered by the Apocalypse World Engine, by D. Vincent Baker and Meguey Baker. Rituals are based on Chuubo's Marvelous Wish-Granting Engine by Jenna Moran, and PinFeathers/Cloud Studies by Jeeyon Shim. Lines and Veils were developed by Ron Edwards for the game Sorcerer. The heart of this game's play is based on House of Miracles by Kal Muste, from the Wayfinder Experience. The value of ritual and the power of the underworld is based on Secrets of the Forbidden Isle by M Grant, from the Wayfinder Experience.--Page 5. In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp beseiged by a strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shleters the survivors of the Lindworm. The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you've each been traumatized by the Lindworm, in your own ways.--Page 10.
  sonicfox chess: Dreampunk Xavid -, Xavid Pretzer, 2021-07-12 At night, you dream. Your dreams are not idle imaginings, but visits to a persistent world of wonders and dangers both personal and alien. Will you find power there? Will you find freedom? Or will you slowly slip into Entanglement? Play to find out! Dreampunk is a tabletop roleplaying game for 2-6 players. It uses a deck of surreal art cards to inspire creative and unexpected adventures in an uncanny dreamworld. It can be played with or without a dedicated Guide.
  sonicfox chess: Queerness in Play Todd Harper, Meghan Blythe Adams, Nicholas Taylor, 2018-11-06 Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
  sonicfox chess: Gamer Trouble Amanda Phillips, 2020-04-21 Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
  sonicfox chess: Law and Magic Christine Corcos, 2010 The nearly two dozen studies in this collection explore the very rich ways in which the rule of law and the practice of magic enrich and inform each other. The authors bring both a U.S. and a comparative law perspective while examining areas such as law and religion, criminal law, intellectual property law, the law of evidence, and animal rights. Topics include alchemy in fifteenth-century England, a discussion of how a courtroom is like a magic show, stage hypnotism and the law, Scottish witchcraft trials in the eighteenth century, the question of whether stage magicians can look to intellectual property to protect their rights, tarot card readings and the First Amendment, and an analysis of whether a magician can be qualified as an expert witness under the Federal Rules of Evidence. [E]rudite discussions of historical aspects all presented in a readable style. This text is greatly recommended. -- Joel Moskowitz, M.D., MagiCurrents This fascinating collection explores the unexpected intersections and overlaps of the worlds of law and magic. From the rights of fortune tellers to the wrongs of pulling rabiits out of hats, from the use of magic in courtrooms to the use of intellectual property laws to protect magic secrets, from the illusion of burning your assistant alive to the reality of burning magicians as witches, these essays run the gamut. Eminently readable, thought-provoking, and highly informative, these essays should appeal to magicians, lawyers, or any other practitioner of the art of deception. -- Simon Aronson, Author of Try the Impossible and six other books presenting Aronson's original card magic creations; retired partner, Lord Bissell & Brook This book contextualizes concepts from intellectual property and copyright law to animal rights and labor laws using the world of magic as backdrop. Discussions of the historical relationship between magic and law show how magic helped shape law's treatment of religion, science, and freedom of information. The chapters on modern law and magic serve as a handbook for magicians and entertainers as well as providing a unique way for students of law to study the concepts of the stage of magic entertainment. -- David Hira, David Hira Productions, Co-Producer of Shows In A Box [F]or those whose lives sit squarely in both legal and conjuring circles, Law and Magic will be worth a look. -- Gabe Fajuri, MAGIC Magazine [T]he 24 essays in this book are wonderful and full of wonder. They should be required reading... -- GENII Magazine[A] fascinating array of commentary that could be related to many shades or avenues of the concept of magic... I do hope Law and Magic will be read by many. -- The Amazing Kreskin This is an important collection of essays that provides a definitive scholarly source on research into the various interconnections between law and magic. Written with wit and humour, the essays are a fascinating read for legal and non-legal scholars alike. -- The Law and Politics Book Review
  sonicfox chess: Coin-operated Americans Carly A. Kocurek, 2015 Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari's Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the video gamer as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy's Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games--and in the digital working world beyond.--
  sonicfox chess: Key Concepts of Chess - Volume 1 - The Hedgehog Herman Grooten, 2021-08-17 This is the first volume of the new series Key Concepts of Chess. The idea is to deal with middlegames in which a certain structure or essential theme becomes central. The idea of starting this series is in line with the Understanding before Moving series because the aim, is to improve the understanding of club chess players. According to the author, playing an opening should be 'hung up' on stereotypical ideas and concepts belonging to this structure. The thorough exploration of middlegame structures is beyond the scope of opening books, hence it makes more sense to expose it in this complementary series. In this first volume, the Hedgehog System is discussed in detail. Apart from being part of the author's repertoire, this typical set-up deserves to be widely highlighted. Although in the second part of the trilogy on the Sicilian, the Hedgehog has already made its appearance, in this book the seemingly fragile, but oh so treacherous creature can reconsider its spines in an extensive way.
  sonicfox chess: The Hedgehog Mihai Suba, 2000 The Hedgehog is a dynamic formation which has appealed to some of the most aggressive and interesting players in the world. This intriguing and dangerous chess opening sets up Black in an apparently cramped formation, but one with great counterpunching potential, as White often leaves opportunities which Black can use to devastating effect. A must for club and tournament players. Expert
  sonicfox chess: The Hedgehog Sergey Kasparov, 2017-02-15 An understanding of Hedgehog structures is an essential component in any chessplayer's knowledge. These structures arise when the black c-pawn is exchanged early on for the white d-pawn (as in the Sicilian Defence). White then adopts a formation with pawns on c4 and e4 and Black curls up in a Hedgehog formation with pawns on a6, b6, d6 and e6. These structures are important as they can arise from an extraordinary variety of openings including the Sicilian Defence, the English Opening and the Queen's Indian Defence. Play is usually highly intricate with White hoping to exploit the natural space advantage while Black remains solid and looks to break out of his or her carapace with the classical thrusts ...b7-b5 and ...d7-d5. Everything you need to know about the Hedgehog systems. The structure emphasizes plans and strategies. Written by an expert on the opening.
  sonicfox chess: Play Attacking Chess from Move One Chess Maniac, 2014-09-02 Learn to play attacking chess from move one by studying the Fried Liver Attack, the Fishing Pole, the Bishop Sacrifice, the Halosar Trap, and other attacks used by the masters of the past.
  sonicfox chess: The Complete Hedgehog Sergey Shipov, 2011 The Hedgehog lives! GM Sergey Shipov concludes his monumental investigation of this counterattacking system for Black with in-depth coverage of formations arising from 1.e4 and 1.d4. Sparing no effort to discover best play for both sides, he presents White's most promising plans and breathes new life into variations that - according to theory - had turned the Hedgehog into an endangered species.
That time SonicFox went 13-0 on a first to 10 - ResetEra
Mar 2, 2021 · But basically, PL decided to call SonicFox after they won a tournament and Sonic wasn't having none of that and bodied PL 10-0, after losing the first 10 matches PL thought it …

New Skullgirls update adds Sonicfox as a background NPC
May 23, 2020 · https://twitter.com/SonicFox/status/1263976222918414336?s=20 also https://twitter.com/SonicFox/status/1263979654819581952?s=20...

Nakkiel (DBFZ player) accused of sexual assault (& Sonicfox
Jul 5, 2020 · Nakkiel, the DBFZ player, is accused of sexual assault by his ex-girlfriend And Sonicfox is currently doing some victim blaming (can't link all the answers) "Huge lack of …

SonicFox wins Best eSports Player at The Game Awards: "I'm
Dec 7, 2018 · In classic SonicFox fashion, he accepted his reward wearing his fursuit, and thanked Echo Fox, the LGBTQ community, and the furry community. He also gave a pretty …

Sonicfox: "I'm gay" - ResetEra
Jan 15, 2019 · Obviously it didn't start there, but ever since The Game Awards when Sonicfox gave that amazing speech people have been absolutely 100% steam pressed about him being …

Sonicfox: "I'm gay" | Page 2 - ResetEra
Jan 16, 2019 · He's a Gamer. Shouldn't this place dislike him? 🤔

Sonicfox: "Fuck TERFS" (see threadmarks) - ResetEra
Apr 28, 2019 · Known black gay furry Sonicfox has been ruffling TERF feathers the past 24 hours, and it all started with a simple light-hearted tweet: People (mainly TERFs) apparently got …

Sonicfox: "I'm gay" | Page 3 - ResetEra
Jan 16, 2019 · How is it rude to wear a fursuit? How is it not? honest question. Am I just old?

SonicFox wins the biggest Injustice 2 Tournament, donates
Nov 15, 2018 · via Kotaku A lot of people are asking, SonicFox is NOT in the same category as Ninja (Content Creator Nominee) for the Game Awards. He's in the best e-Sports Player …

Nakkiel (DBFZ player) accused of sexual assault (& Sonicfox
Jul 5, 2020 · The leniency for SonicFox's tweet is crazy. This isn't some random, trivial tweet with no importance and no impact. In fact, that tweet has so much visibility that everyone in this …

That time SonicFox went 13-0 on a first to 10 - ResetEra
Mar 2, 2021 · But basically, PL decided to call SonicFox after they won a tournament and Sonic wasn't having none of that and bodied PL 10-0, after losing the first 10 matches PL …

New Skullgirls update adds Sonicfox as a background NPC
May 23, 2020 · https://twitter.com/SonicFox/status/1263976222918414336?s=20 also …

Nakkiel (DBFZ player) accused of sexual assault (& Sonicfox ... - Res…
Jul 5, 2020 · Nakkiel, the DBFZ player, is accused of sexual assault by his ex-girlfriend And Sonicfox is currently doing some victim blaming (can't link all the answers) "Huge …

SonicFox wins Best eSports Player at The Game Awards: "I'm ... - Res…
Dec 7, 2018 · In classic SonicFox fashion, he accepted his reward wearing his fursuit, and thanked Echo Fox, the LGBTQ community, and the furry community. He also gave a pretty …

Sonicfox: "I'm gay" - ResetEra
Jan 15, 2019 · Obviously it didn't start there, but ever since The Game Awards when Sonicfox gave that amazing speech people have been absolutely 100% steam pressed …