Author: Dereje Feyissa
Publisher: Berghahn Books
ISBN: 0857450891
Category : Social Science
Languages : en
Pages : 255
Book Description
Focusing on ethnicity and its relation to conflict, this book goes beyond sterile debates about whether ethnic identities are ‘natural’ or ‘socially constructed’. Rather, ethnic identity takes different forms. Some ethnic boundaries are perceived by the actors themselves as natural, while others are perceived to be permeable. The argument is substantiated through a comparative analysis of ethnic identity formation and ethnic conflict among the Anywaa and the Nuer in the Gambella region of western Ethiopia. The Anywaa and the Nuer are not just two ethnic groups but two kinds of ethnic groups. Conflicts between the Anywaa and Nuer are explained with reference to three variables: varying modes of identity formation, competition over resources and differential incorporation into the state system.
Playing Different Games
Author: Dereje Feyissa
Publisher: Berghahn Books
ISBN: 0857450891
Category : Social Science
Languages : en
Pages : 255
Book Description
Focusing on ethnicity and its relation to conflict, this book goes beyond sterile debates about whether ethnic identities are ‘natural’ or ‘socially constructed’. Rather, ethnic identity takes different forms. Some ethnic boundaries are perceived by the actors themselves as natural, while others are perceived to be permeable. The argument is substantiated through a comparative analysis of ethnic identity formation and ethnic conflict among the Anywaa and the Nuer in the Gambella region of western Ethiopia. The Anywaa and the Nuer are not just two ethnic groups but two kinds of ethnic groups. Conflicts between the Anywaa and Nuer are explained with reference to three variables: varying modes of identity formation, competition over resources and differential incorporation into the state system.
Publisher: Berghahn Books
ISBN: 0857450891
Category : Social Science
Languages : en
Pages : 255
Book Description
Focusing on ethnicity and its relation to conflict, this book goes beyond sterile debates about whether ethnic identities are ‘natural’ or ‘socially constructed’. Rather, ethnic identity takes different forms. Some ethnic boundaries are perceived by the actors themselves as natural, while others are perceived to be permeable. The argument is substantiated through a comparative analysis of ethnic identity formation and ethnic conflict among the Anywaa and the Nuer in the Gambella region of western Ethiopia. The Anywaa and the Nuer are not just two ethnic groups but two kinds of ethnic groups. Conflicts between the Anywaa and Nuer are explained with reference to three variables: varying modes of identity formation, competition over resources and differential incorporation into the state system.
Critical Play
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
The Great Mental Models, Volume 1
Author: Shane Parrish
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Publisher: Penguin
ISBN: 0593719972
Category : Business & Economics
Languages : en
Pages : 209
Book Description
Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.
Games People Play
Author: Eric Berne
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Playing Smart
Author: Julian Togelius
Publisher: MIT Press
ISBN: 0262350157
Category : Games & Activities
Languages : en
Pages : 188
Book Description
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Publisher: MIT Press
ISBN: 0262350157
Category : Games & Activities
Languages : en
Pages : 188
Book Description
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Video Games
Author: Nicholas David Bowman
Publisher: Routledge
ISBN: 1351235249
Category : Language Arts & Disciplines
Languages : en
Pages : 318
Book Description
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Publisher: Routledge
ISBN: 1351235249
Category : Language Arts & Disciplines
Languages : en
Pages : 318
Book Description
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Play to Learn
Author: Sharon Boller
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186
Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186
Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Playing the learning game
Author: Martin Eckhoff Andresen
Publisher: Lulu.com
ISBN: 1471601978
Category : Games & Activities
Languages : en
Pages : 114
Book Description
Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!
Publisher: Lulu.com
ISBN: 1471601978
Category : Games & Activities
Languages : en
Pages : 114
Book Description
Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!
Emergence Of Artificial Cognition, The: An Introduction To Collective Learning
Author: Peter Bock
Publisher: World Scientific Publishing Company
ISBN: 9813103345
Category : Computers
Languages : en
Pages : 345
Book Description
In this extraordinary new book, a pioneer in the research on Collective Learning Systems (an adaptive learning paradigm for artificial intelligence) describes the processes and mechanisms of human and artificial cognition, defines a fundamental building block for assembling large-scale adaptive systems (the learning cell) and proposes a design for the ultimate machine: a hierarchical network of 100 million learning cells that could exhibit the full range of cognitive capabilities of the human cerebral cortex.The author demonstrates that using the classical “expert system” approach to create such a vast knowledge base would require thousands of years to program all the necessary rules. He then explains how an adaptive Collective Learning System could achieve this goal in a matter of 20 years, much as humans do. Based on natural anatomical and behavioral precedents, Collective Learning enables a machine to learn the appropriate rules through trial-and-error interaction with the real world.In the course of explaining the principles of Collective Learning and his design for the ultimate machine, the author introduces a new theory of games for modelling the processes of the universe and discusses the philosophical issues raised by the prospect of creating machines that exhibit human-like intelligence. In addition to a number of small-scale software illustrations of Collective Learning, the final chapter presents the remarkable results of a large-scale research project directed by the author: a hardware and software simulation of the sub-symbolic image-processing functions of the primary visual cortex of the brain.To make the content palatable to a wide variety of readers, the book is written in a conversational style and laced with humor.Lengthy mathematical derivations and proofs have been omitted or abbreviated. Bibliographical references to scholarly journal papers and books are included to guide theoreticians to the attendant formalisms.
Publisher: World Scientific Publishing Company
ISBN: 9813103345
Category : Computers
Languages : en
Pages : 345
Book Description
In this extraordinary new book, a pioneer in the research on Collective Learning Systems (an adaptive learning paradigm for artificial intelligence) describes the processes and mechanisms of human and artificial cognition, defines a fundamental building block for assembling large-scale adaptive systems (the learning cell) and proposes a design for the ultimate machine: a hierarchical network of 100 million learning cells that could exhibit the full range of cognitive capabilities of the human cerebral cortex.The author demonstrates that using the classical “expert system” approach to create such a vast knowledge base would require thousands of years to program all the necessary rules. He then explains how an adaptive Collective Learning System could achieve this goal in a matter of 20 years, much as humans do. Based on natural anatomical and behavioral precedents, Collective Learning enables a machine to learn the appropriate rules through trial-and-error interaction with the real world.In the course of explaining the principles of Collective Learning and his design for the ultimate machine, the author introduces a new theory of games for modelling the processes of the universe and discusses the philosophical issues raised by the prospect of creating machines that exhibit human-like intelligence. In addition to a number of small-scale software illustrations of Collective Learning, the final chapter presents the remarkable results of a large-scale research project directed by the author: a hardware and software simulation of the sub-symbolic image-processing functions of the primary visual cortex of the brain.To make the content palatable to a wide variety of readers, the book is written in a conversational style and laced with humor.Lengthy mathematical derivations and proofs have been omitted or abbreviated. Bibliographical references to scholarly journal papers and books are included to guide theoreticians to the attendant formalisms.
24 Games You Can Play on a Checker Board
Author: Carol Lynch Williams
Publisher: Gibbs Smith
ISBN: 9781423600114
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
Directions for twenty-four games that can be played on a checkerboard.
Publisher: Gibbs Smith
ISBN: 9781423600114
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
Directions for twenty-four games that can be played on a checkerboard.