Author | : Chris Bateman |
Publisher | : John Hunt Publishing |
Total Pages | : 334 |
Release | : 2011 |
Genre | : Philosophy |
ISBN | : 1846949416 |
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
Author | : Chris Bateman |
Publisher | : John Hunt Publishing |
Total Pages | : 334 |
Release | : 2011 |
Genre | : Philosophy |
ISBN | : 1846949416 |
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
Author | : Graeme Kirkpatrick |
Publisher | : Polity |
Total Pages | : 229 |
Release | : 2013-10-07 |
Genre | : Games & Activities |
ISBN | : 0745641105 |
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Author | : Martin Reeves |
Publisher | : Harvard Business Press |
Total Pages | : 248 |
Release | : 2021-06-08 |
Genre | : Business & Economics |
ISBN | : 1647820871 |
A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.
Author | : Miraca U. M. Gross |
Publisher | : Psychology Press |
Total Pages | : 352 |
Release | : 1993 |
Genre | : Education |
ISBN | : 0415064163 |
A fascinating examination of Australian children amongst the most intellectually gifted ever studied which explores the effect of early school life on their educational development.
Author | : Mike Bradbury |
Publisher | : Xlibris Corporation |
Total Pages | : 451 |
Release | : 2013-10-22 |
Genre | : Sports & Recreation |
ISBN | : 148369531X |
Association Football did not magically begin with the formation of the Football Association in 1863: for centuries before, leather and rag balls had been kicked about, often as a smoke-screen for a jolly good brawl amongst the ruffians of the town or village! In medieval times, the common people from all over the Midlands would chase after a stuffed leather football, sometimes from dawn till dusk, from one end of town to the other. Football, in all its various forms, was the game of the people. Centuries later, in Englands universities and public schools, the game was brought under a unified set of rules by middle and upper-class young men who formed exclusive football clubs for their fellows and tried to keep the Association game between themselves. Back in the Midlands, however, pioneering men started football teams for the working-class society, and within a decade, there were hundreds of such teams from Worcester to Sheffield. Football had been given back to the common man. This book gives an insight into over sixty small clubs who were the mainstay of organised football across the Midlands from the embryonic 1860s to beyond professionalism in the 1890s. Many new details and photographs are being published for the first time, as the author travels all over the eight counties of the Midlands to find the lost grounds and the Lost Teams of the Midlands. In This Book, Author Mike Bradbury Brings together a history and description of over sixty of the most prominent lost Midlands football clubs from the Victorian era, many defunct even before 1900 Discovers the location of the lost Trapezium Ground in Wednesbury Discovers the location of the Shrubbery Ground where Tipton FC played in the 1870s Establishes four of the grounds used by Derby Junction and other Derby teams Establishes the site of Derby Midland FCs lost ground near the railway station Discovers the true origins of Walsall Town Football Club Unearths previously unpublished pictures of Wellington St. Georges and their Shropshire ground Discovers the previously unknown team colours for over twenty teams featured in this book, including Notts Olympic, Bham Excelsior, Calthorpe, Derby Junction, Staveley Unravels the mystery of the two St. Georges football teams in the Birmingham area Finds out what became of Walsalls oldest team, Rushall Rovers Publishes unseen photographs of Birminghams oldest team, Saltley College, and their ground within the college Discovers the first two grounds of the early Bloxwich FC (Strollers) Presents maps showing the lost locations of the grounds of Rushall Rovers, Smethwick Carriage Works, Lozells FC, Wednesbury Strollers, Crosswells FC, and others Unearths the 1873 advert where players are asked to form the Walsall Football Club Discovers the lost football ground at Aston Cross, used by Aston Shakespeare and Aston Victoria Finds and gets access to the lost ground of the Willenhall Pickwicks, seven-times Staffordshire Junior Cup finalists Photographs all three grounds of pioneering Birmingham club, Calthorpe FC, and unearths their colours and their link to Aston Villa Discovers the lost Vulcan ground used by early Derby teams in the city centre Has created a web site featuring over 100 photographs and maps of teams, players, and grounds, details of which are given inside the book
Author | : Marjorie Taylor |
Publisher | : Oxford University Press |
Total Pages | : 224 |
Release | : 2001-05-03 |
Genre | : Psychology |
ISBN | : 0195349156 |
Many parents delight in their child's imaginary companion as evidence of a lively imagination and creative mind. At the same time, parents sometimes wonder if the imaginary companion might be a sign that something is wrong. Does having a pretend friend mean that the child is in emotional distress? That he or she has difficulty communicating with other children? In this fascinating book, Marjorie Taylor provides an informed look at current thinking about pretend friends, dispelling many myths about them. In the past a child with an imaginary companion might have been considered peculiar, shy, or even troubled, but according to Taylor the reality is much more positive--and interesting. Not only are imaginary companions surprisingly common, the children who have them tend to be less shy than other children. They also are better able to focus their attention and to see things from another person's perspective. In addition to describing imaginary companions and the reasons children create them, Taylor discusses other aspects of children's fantasy lives, such as their belief in Santa, their dreams, and their uncertainty about the reality of TV characters. Adults who remember their own childhood pretend friends will be interested in the chapter on the relationship between imaginary companions in childhood and adult forms of fantasy. Taylor also addresses practical concerns, providing many useful suggestions for parents. For example, she describes how children often express their own feelings by attributing them to their imaginary companion. If you have a child who creates imaginary creatures, or if you work with pre-schoolers, you will find this book very helpful in understanding the roles that imaginary companions play in children's emotional lives.
Author | : Sam Gorski |
Publisher | : Games You Can Play in Your Hea |
Total Pages | : 200 |
Release | : 2019-02-27 |
Genre | : Games & Activities |
ISBN | : 9780998379418 |
"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.
Author | : Will Storr |
Publisher | : HarperCollins UK |
Total Pages | : 416 |
Release | : 2021-09-02 |
Genre | : Psychology |
ISBN | : 0008354650 |
‘Will Storr is one of our best journalists of ideas ... The Status Game might be his best yet’ James Marriott, Books of the Year, The Times