Author: Dale N. LeFevre
Publisher: Human Kinetics
ISBN: 1450421881
Category : Education
Languages : en
Pages : 258
Book Description
Best New Games, Updated Edition, is the most comprehensive collection of New Games currently available for getting acquainted, developing sensitivity and trust, building teamwork, and opening and closing play sessions. The updated edition features an accompanying DVD, an improved format, a game finder, and information on how New Games can be used to meet education and physical activity standards.
Best New Games
Author: Dale N. LeFevre
Publisher: Human Kinetics
ISBN: 1450421881
Category : Education
Languages : en
Pages : 258
Book Description
Best New Games, Updated Edition, is the most comprehensive collection of New Games currently available for getting acquainted, developing sensitivity and trust, building teamwork, and opening and closing play sessions. The updated edition features an accompanying DVD, an improved format, a game finder, and information on how New Games can be used to meet education and physical activity standards.
Publisher: Human Kinetics
ISBN: 1450421881
Category : Education
Languages : en
Pages : 258
Book Description
Best New Games, Updated Edition, is the most comprehensive collection of New Games currently available for getting acquainted, developing sensitivity and trust, building teamwork, and opening and closing play sessions. The updated edition features an accompanying DVD, an improved format, a game finder, and information on how New Games can be used to meet education and physical activity standards.
Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Lost in a Good Game
Author: Pete Etchells
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Good Video Games + Good Learning
Author: James Paul Gee
Publisher: Peter Lang
ISBN: 9780820497037
Category : Education
Languages : en
Pages : 212
Book Description
Textbook
Publisher: Peter Lang
ISBN: 9780820497037
Category : Education
Languages : en
Pages : 212
Book Description
Textbook
Apple Game Frameworks and Technologies
Author: Tammy Coron
Publisher: Pragmatic Bookshelf
ISBN: 9781680507843
Category : Computers
Languages : en
Pages : 500
Book Description
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (tm). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
Publisher: Pragmatic Bookshelf
ISBN: 9781680507843
Category : Computers
Languages : en
Pages : 500
Book Description
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (tm). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
Death by Video Game
Author: Simon Parkin
Publisher: National Geographic Books
ISBN: 1612196209
Category : Social Science
Languages : en
Pages : 0
Book Description
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.
Publisher: National Geographic Books
ISBN: 1612196209
Category : Social Science
Languages : en
Pages : 0
Book Description
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.
New Rules for Classic Games
Author: R. Wayne Schmittberger
Publisher: Wiley
ISBN: 9780471536215
Category : Games & Activities
Languages : en
Pages : 262
Book Description
"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!
Publisher: Wiley
ISBN: 9780471536215
Category : Games & Activities
Languages : en
Pages : 262
Book Description
"An essential book for anyone interested in gameplay." —Games magazine If rules are made to be broken, then dust off those old games lying dormant in your closet, because your game playing just got a lot more exciting! New Rules for Classic Games, by games expert R. Wayne Schmittberger, is a complete guide to hundreds of new twists and variations guaranteed to expand and enliven your game repertoire. How about: Wraparound Scrabble: Worlds can run off an edge of the board and be continued on the other side. Another variation allows words to be spelled backwards! Extinction Chess: Think of every type of piece as a species; your goal is to prevent extinction of any of these species. Trivial Tic-Tac-Toe: An entertaining and challenging cross between Trivial Pursuit and tic-tac-toe. Auction Monopoly: Every property, no matter who lands on it, is sold to the highest bidder. You’ll find these and other exciting new challenges for card and dice games, chess, checkers, party games, and popular board games such as Monopoly, Scrabble, Risk, Parcheesi, Boggle, Othello, and Trivial Pursuit. And to make sure your game playing never gets stale, New Rules for Classic Games gives you rules for little-known games that can be played with equipment you already have and tips for doing your own rule writing!
New Games for the Whole Family
Author: Dale N. LeFevre
Publisher: Perigee Trade
ISBN: 9780399514487
Category : Games
Languages : en
Pages : 0
Book Description
Over one million people can't be wrong. That's the number of people whohave bought the first two books in this series, New Games and More NewGames. Now Dale N. LeFevre, a New Games instructor for over a decade,introduces New Games for the Whole Family. New Games cost nothing to play. They require neither athletic ability nor a memoryfor facts. The only thing they require is that people be willing to have fun. For parties,business seminars, classrooms, or just at home, between the kids or parents and children,they have proven a natural for drawing a group together. Dale LeFevre has traveled the world over, teaching people how to play, and in thisbook he shares over forty more New Games, from gentle games such as Zoom, Face Pass,Doctor Memory, and A-Rum-Sum-Sum, to active games such as Trust Leap and Wizards.In addition, he offers suggestions for adapting the games in this book to a variety ofsituations.
Publisher: Perigee Trade
ISBN: 9780399514487
Category : Games
Languages : en
Pages : 0
Book Description
Over one million people can't be wrong. That's the number of people whohave bought the first two books in this series, New Games and More NewGames. Now Dale N. LeFevre, a New Games instructor for over a decade,introduces New Games for the Whole Family. New Games cost nothing to play. They require neither athletic ability nor a memoryfor facts. The only thing they require is that people be willing to have fun. For parties,business seminars, classrooms, or just at home, between the kids or parents and children,they have proven a natural for drawing a group together. Dale LeFevre has traveled the world over, teaching people how to play, and in thisbook he shares over forty more New Games, from gentle games such as Zoom, Face Pass,Doctor Memory, and A-Rum-Sum-Sum, to active games such as Trust Leap and Wizards.In addition, he offers suggestions for adapting the games in this book to a variety ofsituations.
Capablanca's Hundred Best Games of Chess
Author: Harry Golombek
Publisher: Hardinge Simpole Limited
ISBN: 9781843821298
Category : Games
Languages : en
Pages : 292
Book Description
Jose Capablanca was a phenomenon who burst onto the chess world and took top prize in the first ever elite tournament in which he participated. This was at San Sebastian - otherwise known as Donostia - in the Basque country of Spain in 1911. Capablanca's style was serene - no position seemed to trouble him, and he crushed most of the established European grandmasters with seemingly little effort. Only against the mighty Lasker did he experience serious problems. Then in 1921 Capa - as he was known - obliterated Lasker in their world title match and took the championship without losing a single game. Other triumphs followed, such as London 1922, and Capablanca acquired the legend of an invincible superman when he went for 8 years without losing a game! His supreme moment was in New York 1927 - a quadruple round trial of strength between Capa himself Alekhine, Nimzowitsch and three other contenders for the crown. Capa whitewashed the field, creating a fresh masterpiece practically every day. Possibly this easy victory left him over-confident for later the same year he lost his world title to Alekhine.
Publisher: Hardinge Simpole Limited
ISBN: 9781843821298
Category : Games
Languages : en
Pages : 292
Book Description
Jose Capablanca was a phenomenon who burst onto the chess world and took top prize in the first ever elite tournament in which he participated. This was at San Sebastian - otherwise known as Donostia - in the Basque country of Spain in 1911. Capablanca's style was serene - no position seemed to trouble him, and he crushed most of the established European grandmasters with seemingly little effort. Only against the mighty Lasker did he experience serious problems. Then in 1921 Capa - as he was known - obliterated Lasker in their world title match and took the championship without losing a single game. Other triumphs followed, such as London 1922, and Capablanca acquired the legend of an invincible superman when he went for 8 years without losing a game! His supreme moment was in New York 1927 - a quadruple round trial of strength between Capa himself Alekhine, Nimzowitsch and three other contenders for the crown. Capa whitewashed the field, creating a fresh masterpiece practically every day. Possibly this easy victory left him over-confident for later the same year he lost his world title to Alekhine.
The New Games Treasury
Author: Merilyn Simonds Mohr
Publisher: Houghton Mifflin
ISBN: 9781576300589
Category : Games
Languages : en
Pages : 0
Book Description
All the instructions, strategies, and tactics for every family's favorite games in one authoritative, fully illustrated volume. Included are more than 40 games that were not in the original edition and an entirely new chapter on the African board game, Mancala.
Publisher: Houghton Mifflin
ISBN: 9781576300589
Category : Games
Languages : en
Pages : 0
Book Description
All the instructions, strategies, and tactics for every family's favorite games in one authoritative, fully illustrated volume. Included are more than 40 games that were not in the original edition and an entirely new chapter on the African board game, Mancala.