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Luck of the Draw
Regular price $14.95 Save $-14.95Everyone dreams about striking it rich by winning a lottery. We all feverishly line up to purchase our tickets, and watch TV or scan the newspapers to see if we have won, even though the odds are better that we will be struck by lightning. Still, we perservere, because no matter what else happens this week, you can be sure that someone, somewhere, will win the big one.
Lotteries are an unparalleled popular phenomenon. But what happens after the winners are revealed, and the checks have been issued? How does winning a lottery change one's life?
Luck of the Draw profiles past winners of big lotteries, and how their windfall impacted their lives, mostly for the better, but interestingly sometimes for the worse, such was the case of a Florida widow who won $5 million in 1984; three years later, she lost her mansion and fancy cars, and owed the IRS $500,000 for back taxes. Eventually she was arrested for trying to hire a contract killer to take out her daughter-in-law, whom she blamed for her lottery misfortune. The book also depicts the past, present and future of lotteries in North America and the world over, and includes a special chapter on the revived phenomenon of big-time TV game show winners. Who wants to be a millionaire? Seemingly, everyone.
In a country where eighty percent of adults have played a lottery, creating a multi-billion dollar industry, Luck of the Draw is an insightful inside look at lotteries, its winners, and its losers.

The Far Shore
Regular price $10.95 Save $-10.95The genius and artistry behind Superbrothers and the making of an indie video game, from inception to its highly anticipated launch.
Superbrothers: Sword & Sworcery was released in 2011 at the forefront of an exciting era of “indie games” – with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world.
Now, his long-awaited follow-up, JETT: The Far Shore, has been released for Sony PlayStation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett.
The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of JETT, in which you’re tasked with scouting a new home for a humanoid people after they’ve decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider’s look at one of our most popular art forms.

The Book of Vintage Board Games
Regular price $9.99 Save $-9.99Discover and Delight in Old-Fashioned Board Games from the Past
Discover the world of old-fashioned board games from Wall Street Journal acclaimed Adrian Seville, an international expert on the cultural history of printed board games.
The golden age of board games. Explore the world of vintage board games in this lavishly illustrated book that traces their evolution and cultural significance. From geography and moral lessons to just fun, discover the diverse array of old-fashioned board games from a bygone era.
Step back in time. Delve into a bygone era of gaming with this remarkable illustrated board game book. It showcases the exquisite artistry and ingenuity of these games, which covered themes ranging from educational to gambling to simply pure entertainment. Learn all about the moral board games that aimed to instill proper behavior or immerse yourself in the excitement of lottery board games, all while gaining insights into the cultural influences that shaped these games. The Book of Vintage Board Games offers a glimpse into where games started in Europe and the emergence of board games in America.
Inside explore:
- The history of geography board games and more
- Distant lands through war or journey board games
- A treasure trove of beautifully designed boards each reflecting its unique historical context
If you enjoyed board game books such as Board and Table Games from Many Civilizations, Oxford History of Board Games, or Seven Games: A Human History, then you will love Adrian Seville’s The Book of Vintage Board Games.

How to Play Video Games
Regular price $32.00 Save $-32.00Forty original contributions on games and gaming culture
What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?
From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large?
How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Win-Win Games for All Ages
Regular price $14.99 Save $-14.99Everyone Wins, a Parent Choice Award-winner, has been on New Society Publishers' best-seller list over 10 years. Now, the authors of the original cooperative games book have developed a sequel designed to enhance harmonious human relationships.
Win-Win Games for All Ages is all about people getting to know one another better and deepening relationships. This exciting resource offers ways to hear values, demonstrate skills, and express oneself in safety — critical social skills that will last a lifetime.
Included are 40 all-new games and activities such as "Fashion Victim," "Do You Believe in Lies," and "Monster Mash." Thirteen Initiatives like "Outer Space Decision Exercise" and "Nuclear Waste" focus on group problem solving activities. Three Holistic Learning Adventures explore trust-building in week-long experiences.
Risk is a central factor in learning to open oneself and trusting others — each type of engagement in Win-Win Games for All Ages requires increasing risk. For facilitators that wish to deepen a group's dynamics and cooperation, each activity is followed by a debriefing section to help participants discuss and understand the risks that have taken together and as individuals.
Most of the activities are designed for groups of children, but many can be adapted for adults as well as for all ages playing together. This value-based game sourcebook is perfect for educators, parents, and anyone who works with children!
Marketing for Win-Win Games for All Ages:
• National print advertising
• National Publicity
• Promotional mailing to teacher stores and educators
Sambhava and Josette Luvmour created and developed Natural Learning Rhythms—a family-oriented approach to human development. They are co-founders of EnCompass, the first holistic learning center for the whole family. Their previous titles include Natural Learning Rhythms (Celestial Arts), Tiger by the Tail (EnCompass Press), and Everyone Wins! (New Society Publishers).

The Privilege of Play
Regular price $30.00 Save $-30.00The story of white masculinity in geek culture through a history of hobby gaming
Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual.
The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men.
Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.
