A negative memoir of Dungeons & Dragons, from the perspective of a male youth from Coventry, UK. The author blames most, if not all, of his social and psychological problems on his participation in Dungeons & Dragons role-playing gaming in the 1970's and 1980's.
Tips, tactics, and strategies for improving your participation in any role-playing game - by one of the people who started it all. Gary Gygax, co-creator, the Dungeons & Dragons game.
A girl's guide to the Dungeons & Dragons game. Introduction by R.A. Salvatore and Diane Salvatore.
Six gods sit down to spend an evening role-playing, really badly. A darkly humorous entertaining fictional work poking fun at many of the silly decisions and interactions that can happen with dysfunctional role-playing gamers. Everyone who has participated in a role-playing game has experienced at one time or another the occasional ridiculousness illustrated and exaggerated in this book, and this book combines all of them together into an ongoing stream of mishaps, misadventures, misunderstandings, and more.
Fundamentals of counseling and psychotherapy.
Raising Geek Generation 2.0. Awesomely Geeky Projects and Activities for Dads and Kids to Share. Foreword by Chris Anderson, Editor in Chief, Wired Magazine.
A guide to role-playing games.
A History of the Role-playing Game Industry, Mongoose Publishing.
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games... Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
The Simes and 21st Century Learning.
How to Invent and Sell Board Games, Card Games, Role-playing Games, and Everything in Between.
The Disappearance of James Dallas Egbert III
"Who is Stalking Your Children for Satain" Pat Pulling with Kathy Cawthon.
Studies on the Culture of Video Games and Gaming.
Why some games are fun and others are boring, why making a game too hard or too easy is a mistake, why games have to blanace deprivation and overload, order and charos, silence and noise. why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks.
The MIT Press, Cambridge, Massacheusetts and London, England.
How to be a backyard adventurer.
Assessment Tools for Recreational Therapy and Related Fields by Joan Burlingame and Thomas M. Blaschko
Tips and Tools for Using your Brain. Foreword by Steven Johnson, author of Mind Wide Open. A collection of probes into the moment-by-moment workings of our brain.
Principles and Procedures by Norma J. Stumbo and Carol Ann Peterson, Fifth Edition.
ICF-Based Diagnosis and Treatment by Heather R. Porter and Joan Burlingame.
Methods and Design - Sixth Edition, by C. James Goodwin.
Fifth Edition, by Jerome M. Sattler
Fifth Edition, bu Jerome M. Sattler and Robert D. Hoge
Seventh Edition by Robert M. Kaplan and Dennis P. Saccuzzo.
By Jerome M. Sattler and Joseph J. Ryan.