Author: Arthur R. Taylor
Publisher: Historic England
ISBN:
Category : Games & Activities
Languages : en
Pages : 196
Book Description
A definitive and entertaining examination of the games played in Britain's pubs, both historic and contemporary, popular and obscure.
Played at the Pub
Author: Arthur R. Taylor
Publisher: Historic England
ISBN:
Category : Games & Activities
Languages : en
Pages : 196
Book Description
A definitive and entertaining examination of the games played in Britain's pubs, both historic and contemporary, popular and obscure.
Publisher: Historic England
ISBN:
Category : Games & Activities
Languages : en
Pages : 196
Book Description
A definitive and entertaining examination of the games played in Britain's pubs, both historic and contemporary, popular and obscure.
Locally Played
Author: Benjamin Stokes
Publisher: MIT Press
ISBN: 0262356937
Category : Games & Activities
Languages : en
Pages : 287
Book Description
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Publisher: MIT Press
ISBN: 0262356937
Category : Games & Activities
Languages : en
Pages : 287
Book Description
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
It's Easy to Play Pub Songs
Author: Wise Publications
Publisher: Wise Publications
ISBN: 1783236493
Category : Music
Languages : en
Pages : 50
Book Description
It's Easy To Play Pub Songs is a superb collection of 21 old-time pub favourites. This superb collection provides beautiful, simplified arrangements which are suitable for either the beginner pianist, or the more advanced player struggling to stay upright on their bar stool. Song List: - Bright Eyes - Caravan - Chelsea Bridge - Go Away Blues - I Let A Song Go Out Of My Heart - I'm Beginning To See The Light - In A Sentimental Mood - It Don't Mean A Thing (If It Ain't Got That Swing) - John Hardy's Wife - Mood Indigo - Perdido - Prelude To A Kiss - Satin Doll - Solitude - Sophisticated Lady - Take The 'A' Train - The Hawk Talks - Things Ain't What They Used To Be
Publisher: Wise Publications
ISBN: 1783236493
Category : Music
Languages : en
Pages : 50
Book Description
It's Easy To Play Pub Songs is a superb collection of 21 old-time pub favourites. This superb collection provides beautiful, simplified arrangements which are suitable for either the beginner pianist, or the more advanced player struggling to stay upright on their bar stool. Song List: - Bright Eyes - Caravan - Chelsea Bridge - Go Away Blues - I Let A Song Go Out Of My Heart - I'm Beginning To See The Light - In A Sentimental Mood - It Don't Mean A Thing (If It Ain't Got That Swing) - John Hardy's Wife - Mood Indigo - Perdido - Prelude To A Kiss - Satin Doll - Solitude - Sophisticated Lady - Take The 'A' Train - The Hawk Talks - Things Ain't What They Used To Be
The Infinite Playground
Author: Bernard De Koven
Publisher: MIT Press
ISBN: 0262543869
Category : Games & Activities
Languages : en
Pages : 207
Book Description
In his final work, a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays.
Publisher: MIT Press
ISBN: 0262543869
Category : Games & Activities
Languages : en
Pages : 207
Book Description
In his final work, a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays.
The Chinese Lady
Author: Lloyd Suh
Publisher: Dramatists Play Service, Inc.
ISBN: 0822239906
Category : Performing Arts
Languages : en
Pages : 48
Book Description
Afong Moy is fourteen years old when she’s brought to the United States from Guangzhou Province in 1834. Allegedly the first Chinese woman to set foot on U.S. soil, she has been put on display for the American public as “The Chinese Lady.” For the next half-century, she performs for curious white people, showing them how she eats, what she wears, and the highlight of the event: how she walks with bound feet. As the decades wear on, her celebrated sideshow comes to define and challenge her very sense of identity. Inspired by the true story of Afong Moy’s life, THE CHINESE LADY is a dark, poetic, yet whimsical portrait of America through the eyes of a young Chinese woman.
Publisher: Dramatists Play Service, Inc.
ISBN: 0822239906
Category : Performing Arts
Languages : en
Pages : 48
Book Description
Afong Moy is fourteen years old when she’s brought to the United States from Guangzhou Province in 1834. Allegedly the first Chinese woman to set foot on U.S. soil, she has been put on display for the American public as “The Chinese Lady.” For the next half-century, she performs for curious white people, showing them how she eats, what she wears, and the highlight of the event: how she walks with bound feet. As the decades wear on, her celebrated sideshow comes to define and challenge her very sense of identity. Inspired by the true story of Afong Moy’s life, THE CHINESE LADY is a dark, poetic, yet whimsical portrait of America through the eyes of a young Chinese woman.
Steven Caney's Playbook
Author: Steven Caney
Publisher: Workman Publishing
ISBN: 9780911104387
Category : Games
Languages : en
Pages : 0
Book Description
Projects, constructions, games, puzzles, and other activities for children organized according to the spaces where they play.
Publisher: Workman Publishing
ISBN: 9780911104387
Category : Games
Languages : en
Pages : 0
Book Description
Projects, constructions, games, puzzles, and other activities for children organized according to the spaces where they play.
A Selective List of Plays for Amateurs ...
Author: Drama League of America. Boston Center
Publisher:
ISBN:
Category : Drama
Languages : en
Pages : 56
Book Description
Publisher:
ISBN:
Category : Drama
Languages : en
Pages : 56
Book Description
The Restaurant of Love Regained
Author: Ito Ogawa
Publisher: Alma Publishing Company
ISBN: 9781846881800
Category : Mothers and daughters
Languages : en
Pages : 0
Book Description
Returning home from work, Rinko is shocked to find that her flat is totally empty. Gone are her TV set, fridge and furniture, gone are all her kitchen tools, including the old Meiji mortar she has inherited from her grandmother and the Le Creuset casserole she has bought with her first salary. Gone, above all, is her Indian boyfriend, the maitre d' of the restaurant next door to the one she works in. She has no choice but to go back to her native village and her mother, on which she turned her back ten years ago as a fifteen-year-old girl. There she decides to open a very special restaurant, one that serves food for only one couple every day, according to their personal tastes and wishes. A concubine rediscovers her love for life, a girl is able to conquer the heart of her lover, a surly man is transformed into a loveable gentleman-all this happens at the Katatsumuri, the magic restaurant whose delicate food can heal any heartache and help its customers find love again.
Publisher: Alma Publishing Company
ISBN: 9781846881800
Category : Mothers and daughters
Languages : en
Pages : 0
Book Description
Returning home from work, Rinko is shocked to find that her flat is totally empty. Gone are her TV set, fridge and furniture, gone are all her kitchen tools, including the old Meiji mortar she has inherited from her grandmother and the Le Creuset casserole she has bought with her first salary. Gone, above all, is her Indian boyfriend, the maitre d' of the restaurant next door to the one she works in. She has no choice but to go back to her native village and her mother, on which she turned her back ten years ago as a fifteen-year-old girl. There she decides to open a very special restaurant, one that serves food for only one couple every day, according to their personal tastes and wishes. A concubine rediscovers her love for life, a girl is able to conquer the heart of her lover, a surly man is transformed into a loveable gentleman-all this happens at the Katatsumuri, the magic restaurant whose delicate food can heal any heartache and help its customers find love again.
Ambient Play
Author: Larissa Hjorth
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200
Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.
Publisher: MIT Press
ISBN: 026236042X
Category : Games & Activities
Languages : en
Pages : 200
Book Description
An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.