Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 554
Book Description
An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.
The World Book Encyclopedia
Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 554
Book Description
An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 554
Book Description
An encyclopedia designed especially to meet the needs of elementary, junior high, and senior high school students.
Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Wonderland
Author: Steven Johnson
Publisher: Pan Macmillan
ISBN: 1509837299
Category : Games & Activities
Languages : en
Pages : 326
Book Description
"Everyone knows the old saying "necessity is the mother of invention," but if you do a paternity test on many of the modern world's most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well." Most history books don't concern themselves with delight. History is the serious business of war, treaties, governments and monarchs. This is a different kind of history book. Steven Johnson argues that if you want to understand how we got to now, you have to understand pleasure and play. A staggering amount of the landscape of modern life is populated by environments and technology designed to entertain and delight us. Here history of popular entertainment, arguing that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Throughout history, he locates the cutting edge of innovation wherever people are working the hardest to keep themselves and others amused.He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.
Publisher: Pan Macmillan
ISBN: 1509837299
Category : Games & Activities
Languages : en
Pages : 326
Book Description
"Everyone knows the old saying "necessity is the mother of invention," but if you do a paternity test on many of the modern world's most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well." Most history books don't concern themselves with delight. History is the serious business of war, treaties, governments and monarchs. This is a different kind of history book. Steven Johnson argues that if you want to understand how we got to now, you have to understand pleasure and play. A staggering amount of the landscape of modern life is populated by environments and technology designed to entertain and delight us. Here history of popular entertainment, arguing that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Throughout history, he locates the cutting edge of innovation wherever people are working the hardest to keep themselves and others amused.He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.
The Play World
Author: Patricia Anne Simpson
Publisher: Penn State Press
ISBN: 0271087404
Category : History
Languages : en
Pages : 224
Book Description
The Play World chronicles the history and evolution of the concept of play as a universal part of childhood. Examining texts and toys coming out of Europe between 1631 and 1914, Patricia Anne Simpson argues that German material, literary, and pedagogical cultures were central to the construction of the modern ideas and realities of play and childhood in the transatlantic world. With attention to the details of toy manufacturing and marketing, Simpson considers prescriptive texts about how children should play, treat their possessions, and experience adventure in the scientific exploration of distant geographies. She illuminates the role of toys—among them a mechanical guillotine, yo-yos, hybridized dolls, and circus figures—as agents of history. Using an interdisciplinary approach that draws from postcolonial, childhood, and migration studies, she makes the case that these texts and toys transfer the world of play into a space in which model childhoods are imagined and enacted as German. With chapters on the Protestant play ethic, enlightened parenting, Goethe as an advocate of play, colonial fantasies, children’s almanacs, ethnographic play, and an empire of toys, Simpson’s argument follows a compelling path toward understanding the reproduction of religious, gendered, ethnic, racial, national, and imperial identities, emanating from German-speaking Europe, that collectively construct a global imaginary. This foundational and deeply original study connects German-speaking communities across the Atlantic as they collectively engender the epistemology of the play world. It will be of particular interest to German studies scholars whose research crosses the Atlantic.
Publisher: Penn State Press
ISBN: 0271087404
Category : History
Languages : en
Pages : 224
Book Description
The Play World chronicles the history and evolution of the concept of play as a universal part of childhood. Examining texts and toys coming out of Europe between 1631 and 1914, Patricia Anne Simpson argues that German material, literary, and pedagogical cultures were central to the construction of the modern ideas and realities of play and childhood in the transatlantic world. With attention to the details of toy manufacturing and marketing, Simpson considers prescriptive texts about how children should play, treat their possessions, and experience adventure in the scientific exploration of distant geographies. She illuminates the role of toys—among them a mechanical guillotine, yo-yos, hybridized dolls, and circus figures—as agents of history. Using an interdisciplinary approach that draws from postcolonial, childhood, and migration studies, she makes the case that these texts and toys transfer the world of play into a space in which model childhoods are imagined and enacted as German. With chapters on the Protestant play ethic, enlightened parenting, Goethe as an advocate of play, colonial fantasies, children’s almanacs, ethnographic play, and an empire of toys, Simpson’s argument follows a compelling path toward understanding the reproduction of religious, gendered, ethnic, racial, national, and imperial identities, emanating from German-speaking Europe, that collectively construct a global imaginary. This foundational and deeply original study connects German-speaking communities across the Atlantic as they collectively engender the epistemology of the play world. It will be of particular interest to German studies scholars whose research crosses the Atlantic.
The Play of the World
Author: James S. Hans
Publisher:
ISBN:
Category : Philosophy
Languages : en
Pages : 232
Book Description
Publisher:
ISBN:
Category : Philosophy
Languages : en
Pages : 232
Book Description
Play as Symbol of the World
Author: Eugen Fink
Publisher: Indiana University Press
ISBN: 0253021170
Category : Philosophy
Languages : en
Pages : 360
Book Description
Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.
Publisher: Indiana University Press
ISBN: 0253021170
Category : Philosophy
Languages : en
Pages : 360
Book Description
Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.
Connected Play
Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262019930
Category : Computers
Languages : en
Pages : 211
Book Description
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Publisher: MIT Press
ISBN: 0262019930
Category : Computers
Languages : en
Pages : 211
Book Description
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
I Like to Play
Author: Marla Stewart Konrad
Publisher: Tundra Books
ISBN: 0887769985
Category : Juvenile Nonfiction
Languages : en
Pages : 26
Book Description
This delightful series is the result of collaboration between Tundra Books and World Vision Canada to bring an array of exceptional photos from around the world to very young children. Each book centers on a universal theme, familiar by its very nature, yet new due to faraway settings and ethnic, cultural, and socio-economic diversity. Each remarkable photo essay will foster discussion, observation, and many smiles as children compare and contrast their own experience to that of others. I Like to Play presents the many inventive ways that children find to explore their worlds and to have fun. Grand! is a loving visual essay about the relationships that tie grandparents and grandchildren, no matter where they live or what the circumstances. The country where each photo was taken is included.
Publisher: Tundra Books
ISBN: 0887769985
Category : Juvenile Nonfiction
Languages : en
Pages : 26
Book Description
This delightful series is the result of collaboration between Tundra Books and World Vision Canada to bring an array of exceptional photos from around the world to very young children. Each book centers on a universal theme, familiar by its very nature, yet new due to faraway settings and ethnic, cultural, and socio-economic diversity. Each remarkable photo essay will foster discussion, observation, and many smiles as children compare and contrast their own experience to that of others. I Like to Play presents the many inventive ways that children find to explore their worlds and to have fun. Grand! is a loving visual essay about the relationships that tie grandparents and grandchildren, no matter where they live or what the circumstances. The country where each photo was taken is included.
The World of Eric Carle Press Out and Play
Author: Parragon Books Ltd
Publisher: Parragon
ISBN: 9781474830393
Category :
Languages : en
Pages : 0
Book Description
Learn animal actions and sounds and color and create 7 animal models with The World of Eric Carle Press Out and Play! This book comes with 6 crayons!
Publisher: Parragon
ISBN: 9781474830393
Category :
Languages : en
Pages : 0
Book Description
Learn animal actions and sounds and color and create 7 animal models with The World of Eric Carle Press Out and Play! This book comes with 6 crayons!