Earnest Games

Earnest Games PDF Author: Carl Lindahl
Publisher: Indiana University Press
ISBN: 9780253325037
Category : Christian pilgrims and pilgrimages in literature
Languages : en
Pages : 208

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Book Description
In Ernest Games Carl Lindahl recovers a folkloric world long hidden from readers of Chaucer. Lindahl is the first critic to demonstrate how the poem reflects the social and artistic patterns of medieval folk performance. Combining current approaches from the fields of literary criticism, social history, and folklore, Earnest Games begins with a study of Chaucer's setting and characters. Lindahl discovers that Chaucer gives each community -- the gentils, the churls, and the pilgrims -- a game strategy that faithfully reflects the social realities of the English Middle Ages.

Earnest Games

Earnest Games PDF Author: Carl Lindahl
Publisher: Indiana University Press
ISBN: 9780253325037
Category : Christian pilgrims and pilgrimages in literature
Languages : en
Pages : 208

Get Book

Book Description
In Ernest Games Carl Lindahl recovers a folkloric world long hidden from readers of Chaucer. Lindahl is the first critic to demonstrate how the poem reflects the social and artistic patterns of medieval folk performance. Combining current approaches from the fields of literary criticism, social history, and folklore, Earnest Games begins with a study of Chaucer's setting and characters. Lindahl discovers that Chaucer gives each community -- the gentils, the churls, and the pilgrims -- a game strategy that faithfully reflects the social realities of the English Middle Ages.

Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature PDF Author: Serina Patterson
Publisher: Springer
ISBN: 1137497521
Category : Literary Criticism
Languages : en
Pages : 241

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Book Description
The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.

Children's Play and Development

Children's Play and Development PDF Author: Ivy Schousboe
Publisher: Springer Science & Business Media
ISBN: 9400765797
Category : Education
Languages : en
Pages : 270

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Book Description
This book provides new theoretical insights to our understanding of play as a cultural activity. All chapters address play and playful activities from a cultural-historical theoretical approach by re-addressing central claims and concepts in the theory and providing new models and understandings of the phenomenon of play within the framework of cultural historical theory. Empirical studies cover a wide range of institutional settings: preschool, school, home, leisure time, and in various social relations (with peers, professionals and parents) in different parts of the world (Europe, Australia, South America and North America). Common to all chapters is a goal of throwing new light on the phenomenon of playing within a theoretical framework of cultural-historical theory. Play as a cultural, collective, social, personal, pedagogical and contextual activity is addressed with reference to central concepts in relation to development and learning. Concepts and phenomena related to ZPD, the imaginary situation, rules, language play, collective imagining, spheres of realities of play, virtual realities, social identity and pedagogical environments are presented and discussed in order to bring the cultural-historical theoretical approach into play with contemporary historical issues. Essential as a must read to any scholar and student engaged with understanding play in relation to human development, cultural historical theory and early childhood education.

Fundamentals of Game Design

Fundamentals of Game Design PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697

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Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Playing the Canterbury Tales

Playing the Canterbury Tales PDF Author: Andrew Higl
Publisher: Routledge
ISBN: 1317079841
Category : Literary Criticism
Languages : en
Pages : 216

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Book Description
Playing the Canterbury Tales addresses the additions, continuations, and reordering of the Canterbury Tales found in the manuscripts and early printed editions of the Tales. Many modern editions present a specific set of tales in a specific order, and often leave out an entire corpus of continuations and additions. Andrew Higl makes a case for understanding the additions and changes to Chaucer's original open and fragmented work by thinking of them as distinct interactive moves in a game similar to the storytelling game the pilgrims play. Using examples and theories from new media studies, Higl demonstrates that the Tales are best viewed as an "interactive fiction," reshaped by active readers. Readers participated in the ongoing creation and production of the tales by adding new text and rearranging existing text, and through this textual transmission, they introduced new social and literary meaning to the work. This theoretical model and the boundaries between the canonical and apocryphal texts are explored in six case studies: the spurious prologues of the Wife of Bath's Tale, John Lydgate's influence on the Tales, the Northumberland manuscript, the ploughman character, and the Cook's Tale. The Canterbury Tales are a more dynamic and unstable literary work than usually encountered in a modern critical edition.

In and Out Door Games

In and Out Door Games PDF Author: Florence Kingsland (Mrs. Burton Kingsland.)
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 828

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Book Description


Earnest Exuberance in Chaucer's Poetics

Earnest Exuberance in Chaucer's Poetics PDF Author: Wolfgang E. H. Rudat
Publisher: Edwin Mellen Press
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 360

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Book Description


A Companion to Chaucer

A Companion to Chaucer PDF Author: Peter Brown
Publisher: John Wiley & Sons
ISBN: 047069274X
Category : Literary Criticism
Languages : en
Pages : 536

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Book Description
Designed as both a contribution to original research and as a stimulating and accessible text, this volume is a helpful, reliable, responsive and adaptable resource for students of Chaucer at all levels.

Comic Effects in ́The Importance of Being Earnest ́ by Oscar Wilde

Comic Effects in ́The Importance of Being Earnest ́ by Oscar Wilde PDF Author: Stefanie Grill
Publisher: GRIN Verlag
ISBN: 3638756246
Category :
Languages : en
Pages : 36

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Book Description
Seminar paper from the year 2001 in the subject English Language and Literature Studies - Literature, grade: 1,7 (A-), University of Stuttgart (FB Anglistics), course: Critical Analysis: Comedy, 8 entries in the bibliography, language: English, abstract: "The Importance of Being Earnest" was written by the famous Irish author Oscar Wilde. Wilde was born in 1854 and died of cerebral meningitis in 1900. "The Importance of Being Earnest" was his final and most lasting play - "by all accounts, a masterpiece of modern comedy."1 This play is filled with wit and wisdom, which Wilde himself wrote of it, too. "Well I think, an amusing thing with lots of fun and wit might be made."2 It represents Wilde ́s late -Victorian view of the aristocracy, marriage, wit and social life. The play tells the story of Jack Worthing and Algernon Moncrieff. Both men lead a double life. One in the country and one in the city. Then, they both fall in love, and a series of crises threatens to spoil their romantic pursuits. The main plot line of the play is definitely marriage. "Of course Wilde pokes fun at the institution of marriage, which he saw as a practice surrounded by hypocrisy and absurdity."2 He focuses on the higher class and satirises the life of the English aristocracy. His characters are typical Victorian snobs who are arrogant, overly proper, formal and concerned with money. This essay will provide an outline of the comic effects in this play. How Wilde uses humour, satire, farce and irony. The analysis will show, what makes this comedy so funny and so special. The essay will show some combinations of dialogue, dramatic irony, social criticism, characterisation and exaggeration and it will prove that the dialogues with its puns and epigrams are the basis for the humour in Wilde ́s last play.

Game Mechanics

Game Mechanics PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442

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Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.