Circle Play

Circle Play PDF Author: Reynola Pakusich
Publisher: C&T Publishing
ISBN: 9781571202352
Category : Patchwork
Languages : en
Pages : 0

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Book Description
Stretch your creativity, plus have fun as you create beautiful, dramatic quilts!

Circle Play

Circle Play PDF Author: Reynola Pakusich
Publisher: C&T Publishing
ISBN: 9781571202352
Category : Patchwork
Languages : en
Pages : 0

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Book Description
Stretch your creativity, plus have fun as you create beautiful, dramatic quilts!

The Breathing Circle - Play!

The Breathing Circle - Play! PDF Author: Uwe Kleindienst
Publisher: BoD – Books on Demand
ISBN: 3833409827
Category : Trumpet
Languages : en
Pages : 57

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Book Description


Circle

Circle PDF Author: Mac Barnett
Publisher: Candlewick Press
ISBN: 1536210544
Category : Juvenile Fiction
Languages : en
Pages : 53

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Book Description
Multi-award-winning, New York Times best-selling duo Mac Barnett and Jon Klassen deliver the final wry and resonant tale about Triangle, Square, and Circle. This book is about Circle. This book is also about Circle’s friends, Triangle and Square. Also it is about a rule that Circle makes, and how she has to rescue Triangle when he breaks that rule. With their usual pitch-perfect pacing and subtle, sharp wit, Mac Barnett and Jon Klassen come full circle in the third and final chapter of their clever shapes trilogy.

Play Anything

Play Anything PDF Author: Ian Bogost
Publisher: Basic Books
ISBN: 0465096506
Category : Science
Languages : en
Pages : 290

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Book Description
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

The Play within the Play

The Play within the Play PDF Author:
Publisher: BRILL
ISBN: 9401204845
Category : Literary Criticism
Languages : en
Pages : 476

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Book Description
The thirty chapters of this innovative international study are all devoted to the topic of the play within the play. The authors explore the wide range of aesthetic, literary-theoretical and philosophical issues associated with this rhetorical device, not only in terms of its original meta-theatrical setting – from the baroque idea of a theatrum mundi onward to contemporary examples of postmodern self-referential dramaturgy – but also with regard to a variety of different generic applications, e.g. in narrative fiction, musical theatre and film. The authors, internationally recognized specialists in their respective fields, draw on recent debates in such areas as postcolonial studies, game and systems theories, media and performance studies, to analyze the specific qualities and characteristics of the play within the play: as ultimate affirmation of the ‘self’ (the ‘Hamlet paradigm’), as a self-reflective agency of meta-theatrical discourse, and as a vehicle of intermedial and intercultural transformation. The challenging study, with its underlying premise of play as a key feature of cultural anthropology and human creativity, breaks new ground by placing the play within the play at the centre of a number of intersecting scholarly discourses on areas of topical concern to scholars in the humanities.

Games of History

Games of History PDF Author: Apostolos Spanos
Publisher: Routledge
ISBN: 1000397394
Category : History
Languages : en
Pages : 200

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Book Description
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.

Primary Education

Primary Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 530

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Book Description


Basketball

Basketball PDF Author: United States. Navy Dept. Bureau of Aeronautics
Publisher:
ISBN:
Category : Basketball
Languages : en
Pages : 282

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Book Description


Fundamentals of Game Design

Fundamentals of Game Design PDF Author: Ernest Adams
Publisher: Pearson Education
ISBN: 0321929675
Category : Computers
Languages : en
Pages : 577

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Book Description
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Unit Operations

Unit Operations PDF Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261898
Category : Social Science
Languages : en
Pages : 261

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Book Description
In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.