Author | : Ralph Anspach |
Publisher | : |
Total Pages | : 310 |
Release | : 2010-06-24 |
Genre | : History |
ISBN | : 9781450092876 |
Author | : Ralph Anspach |
Publisher | : |
Total Pages | : 310 |
Release | : 2010-06-24 |
Genre | : History |
ISBN | : 9781450092876 |
Author | : Jesper Juul |
Publisher | : MIT Press |
Total Pages | : 245 |
Release | : 2011-08-19 |
Genre | : Games & Activities |
ISBN | : 0262516519 |
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Author | : Keith Sawyer |
Publisher | : Basic Books |
Total Pages | : 296 |
Release | : 2017-05-16 |
Genre | : Business & Economics |
ISBN | : 0465093582 |
"A fascinating account of human experience at its best." -- Mihá Csízentmihái, author of Flow Creativity has long been thought to be an individual gift, best pursued alone; schools, organizations, and whole industries are built on this idea. But what if the most common beliefs about how creativity works are wrong? Group Genius tears down some of the most popular myths about creativity, revealing that creativity is always collaborative -- even when you're alone. Sharing the results of his own acclaimed research on jazz groups, theater ensembles, and conversation analysis, Keith Sawyer shows us how to be more creative in collaborative group settings, how to change organizational dynamics for the better, and how to tap into our own reserves of creativity.
Author | : Mark Meister |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 208 |
Release | : 2002-09-30 |
Genre | : Social Science |
ISBN | : 0313013144 |
Although much scholarly and critical attention has been paid to the relationship between rhetoric and environmental issues, media and environmental issues, and politics and environmental issues, no book has yet focused on the relationship between popular culture and environmental issues. This collection of essays provides a rigorous and multifaceted rhetorical and critical perspective on the ways in which the language and imagery of nature is incorporated strategically into various popular culture texts—ranging from greeting cards to advertisements to supermarket tabloids. As a distinguished group of scholars reveals, our notions about the environment and environmentalism are both reflected in and shaped by our popular culture in fascinating ways never previously examined in an academic context. The consumptive vision of nature presented in these texts represents a wholly American view, one promoting leisure and comfort, and nature as the place to experience them. This good life attitude toward the environment often serves to commodify it, to render it little more than space in which to pursue conventional notions of the American dream. As such, the volume represents a bold and striking vision both of popular culture and of popular notions of an environment that can be either protected or just simply consumed.
Author | : Zagros Madjd-Sadjadi |
Publisher | : Business Expert Press |
Total Pages | : 267 |
Release | : 2015-11-20 |
Genre | : Business & Economics |
ISBN | : 1606495852 |
Law is supposed to encourage innovation, morality, and conformity with societal expectations, yet it may provides perverse incentives causing individuals, or even the State, to act in discordant, inefficient, and even immoral ways. This book will explore the inefficiencies that are created that serve to deny individuals work and shelter in a haphazard and capricious manner. The author examines property rights, including eminent domain, that lets the State take property away with seemingly arbitrary compensation to the owner. Individuals must understand both civil law, codified by statutes, and common law, enshrined in precedential judicial decisions. This book is written for economists and non-economists and has an extensive glossary of economic, political and legal terms. Two items that are not formally treated in other economics of law textbooks are the legal organization of businesses and tax law from an economics perspective.
Author | : Tim Walsh |
Publisher | : Andrews McMeel Publishing |
Total Pages | : 328 |
Release | : 2005-10 |
Genre | : Antiques & Collectibles |
ISBN | : 0740755714 |
The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!
Author | : Ralph Anspach |
Publisher | : |
Total Pages | : 224 |
Release | : 1998 |
Genre | : Monopoly (Game) |
ISBN | : 9780966649703 |
Author | : Irving L. Finkel |
Publisher | : |
Total Pages | : 302 |
Release | : 2007 |
Genre | : Games & Activities |
ISBN | : |
Everyone plays board games, and everyone will find something to fascinate them in this book about the games of the past, and their history and development. Based on the lectures given at a conference in the British Museum, this book tells the story in a properly academic way, but it is no less interesting for that ... and perhaps even more interesting! The book begins with three chapters on the games of the ancient Near East, most notably The Royal Game of Ur , then there are five chapters on the various games of ancient Egypt, senet, mehen , etc. Five more chapters are devoted to the games of the Greek and Roman world, then one on India, and three on Chinese games including Go. Then there are three on the beginnings of Chess and its introduction into western Europe, then four on backgammon from India to medieval England, three on mancala games, and one on the pursuit of hnefatafl , finally some brief notes on the games of the New World. The authors, thirty-one of them, range from archaeologists, historians and museum curators, not least Irving Finkel, the editor of the volume, to such well-known historians of games as R C Bell and the internationally famous grandmaster and journalist Raymond Keene. It is a large format book with hundreds of photos and drawings.