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 | : Ralph Anspach |
Publisher | : |
Total Pages | : 224 |
Release | : 1998 |
Genre | : Monopoly (Game) |
ISBN | : 9780966649703 |
Author | : Mary Pilon |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 329 |
Release | : 2015-02-17 |
Genre | : History |
ISBN | : 1608199630 |
Tracing back to Abraham Lincoln, the Quakers and a forgotten feminist named Lizzie Magie, and presenting a remarkable social history of corporate greed, a fascinating inside story of the world's most famous board game reveals how Monopoly came into existence.
Author | : Rod Kennedy |
Publisher | : Gibbs Smith |
Total Pages | : 104 |
Release | : 2004 |
Genre | : Games & Activities |
ISBN | : 9781586853228 |
The author chronicles the history of the world's most popular board game,racing the origins of each "property" within Atlantic City, New Jersey,hile recalling the evolution of the game. Original.
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 | : 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 | : Kick, Russ |
Publisher | : Disinformation Books |
Total Pages | : 266 |
Release | : 2014-03-01 |
Genre | : Social Science |
ISBN | : 1938875087 |
This book sheds light on those things that people in power—government, religious leaders, corporations, the rich and well connected—would just as soon wish you didn't know. To them secrets are power. And they'll do whatever it takes to keep them that way—suppressing the truth and covering up facts that might make the rest of us angry enough to challenge the powerful or at least to have a good laugh at their expense. Using careful research and impeccable sources, Kick uncovers the hidden truth. For example, self-appointed censors warn constantly about the dangers of pornography, but the fact is that pornography has existed since the first cave people carved dirty pictures on the walls. It's also true that two atomic bombs were dropped on North Carolina—although we managed to avoid nuking Greenland, Texas, Canada, Britain and Spain; George Washington embezzled government funds; 1 of 10 people is not fathered by the man they believe is dad; Barbie is based on a German sex doll; The American colonists practiced cannibalism, and much more. This is a combined edition of 50 Things You're Not Supposed to Know, volumes 1 and 2 first published in 2003 and 2004.
Author | : Philip E. Orbanes |
Publisher | : Da Capo Press |
Total Pages | : 313 |
Release | : 2007-10-09 |
Genre | : Social Science |
ISBN | : 0306815923 |
Philip Orbanes, master of all things Monopoliana, traces the remarkable story of the world’s most famous board game, from its origins as a collegiate teaching tool in the early twentieth century through Monopoly’s explosive growth in the postwar decades, to the game’s current status as a fixture in homes across the globe. Along the way, Orbanes includes memorable Monopoly personality portraits, surprising Monopoly legends and lore, and an extraordinary tour of the ingenious advertising that contributed to the game’s rise in popularity. This is the first and only book to cover comprehensively the origin, growth, and global reach of the game that has become a universal and everyday cultural icon.
Author | : Apostolos Spanos |
Publisher | : Routledge |
Total Pages | : 200 |
Release | : 2021-06-13 |
Genre | : History |
ISBN | : 1000397394 |
Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.