Author: Henry J. Greenberg
Publisher: iUniverse
ISBN: 1491773537
Category : Games & Activities
Languages : en
Pages : 170
Book Description
Millions of people love the game of chess, but most of them dont know how the game developed. Henry J. Greenberg, one of the worlds leading chess historians, reveals how chess has its origins in a game called Chaturanga, which was designed during the reign of the Gupta Dynasty to commemorate Chandragupta IIs victory over the Sakas and to ensure the continuation of peace. In this comprehensive history of the game, youll learn how: seeds for the origin of chess were planted during the flourishing of the Harappan civilization from 2,300 to 1900 B.C.; Chaturanga was specifically designed for the civilian population; rules were made so simple that even children could learn how to play; elephants play a critical role regarding when and why chess developed; Greenberg also explains how chess historians can be classified into four types: Archaeologists, Linguists, Sinologists, and Oxfordites. Learn the characteristics of each, what they disagree on, and whether their views about the origins of chess hold any validity. From the very beginnings of the game to Leonardo da Vincis invention of modern moves while living in Milan, Italy, youll be delighted with this comprehensive history of chess.
The Anti-War Wargame: a Comprehensive Analysis of the Origins of the Game of Chess 1989-1990
Author: Henry J. Greenberg
Publisher: iUniverse
ISBN: 1491773537
Category : Games & Activities
Languages : en
Pages : 170
Book Description
Millions of people love the game of chess, but most of them dont know how the game developed. Henry J. Greenberg, one of the worlds leading chess historians, reveals how chess has its origins in a game called Chaturanga, which was designed during the reign of the Gupta Dynasty to commemorate Chandragupta IIs victory over the Sakas and to ensure the continuation of peace. In this comprehensive history of the game, youll learn how: seeds for the origin of chess were planted during the flourishing of the Harappan civilization from 2,300 to 1900 B.C.; Chaturanga was specifically designed for the civilian population; rules were made so simple that even children could learn how to play; elephants play a critical role regarding when and why chess developed; Greenberg also explains how chess historians can be classified into four types: Archaeologists, Linguists, Sinologists, and Oxfordites. Learn the characteristics of each, what they disagree on, and whether their views about the origins of chess hold any validity. From the very beginnings of the game to Leonardo da Vincis invention of modern moves while living in Milan, Italy, youll be delighted with this comprehensive history of chess.
Publisher: iUniverse
ISBN: 1491773537
Category : Games & Activities
Languages : en
Pages : 170
Book Description
Millions of people love the game of chess, but most of them dont know how the game developed. Henry J. Greenberg, one of the worlds leading chess historians, reveals how chess has its origins in a game called Chaturanga, which was designed during the reign of the Gupta Dynasty to commemorate Chandragupta IIs victory over the Sakas and to ensure the continuation of peace. In this comprehensive history of the game, youll learn how: seeds for the origin of chess were planted during the flourishing of the Harappan civilization from 2,300 to 1900 B.C.; Chaturanga was specifically designed for the civilian population; rules were made so simple that even children could learn how to play; elephants play a critical role regarding when and why chess developed; Greenberg also explains how chess historians can be classified into four types: Archaeologists, Linguists, Sinologists, and Oxfordites. Learn the characteristics of each, what they disagree on, and whether their views about the origins of chess hold any validity. From the very beginnings of the game to Leonardo da Vincis invention of modern moves while living in Milan, Italy, youll be delighted with this comprehensive history of chess.
Retreat from Doomsday
Author: John Mueller
Publisher:
ISBN: 9781934849170
Category :
Languages : en
Pages : 393
Book Description
Publisher:
ISBN: 9781934849170
Category :
Languages : en
Pages : 393
Book Description
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.
Subject Guide to Books in Print
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 3054
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 3054
Book Description
The Complete Wargames Handbook
Author: James F. Dunnigan
Publisher: William Morrow
ISBN:
Category : Games & Activities
Languages : en
Pages : 342
Book Description
With the wide availability of the home computer, wargame enthusiasts (now numbering nearly half a million) regularly confront each other in action-packed simulated battles. This is the definitive all-in-one sourcebook on the new potentials and classic excitement of wargaming--one of America's fastest growing hobbies. 40 maps and charts.
Publisher: William Morrow
ISBN:
Category : Games & Activities
Languages : en
Pages : 342
Book Description
With the wide availability of the home computer, wargame enthusiasts (now numbering nearly half a million) regularly confront each other in action-packed simulated battles. This is the definitive all-in-one sourcebook on the new potentials and classic excitement of wargaming--one of America's fastest growing hobbies. 40 maps and charts.
Rerolling Boardgames
Author: Douglas Brown
Publisher: McFarland
ISBN: 1476639272
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Publisher: McFarland
ISBN: 1476639272
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
AB Bookman's Weekly
Author:
Publisher:
ISBN:
Category : Antiquarian booksellers
Languages : en
Pages : 736
Book Description
Publisher:
ISBN:
Category : Antiquarian booksellers
Languages : en
Pages : 736
Book Description
The Oxford English Dictionary
Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 1160
Book Description
In addition to current definitions, provides an historical treatment to words and idioms included.
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 1160
Book Description
In addition to current definitions, provides an historical treatment to words and idioms included.
Ender's Game
Author: Orson Scott Card
Publisher: Tor Books
ISBN: 0765394863
Category : Fiction
Languages : en
Pages : 448
Book Description
This engaging, collectible, miniature hardcover of the Orson Scott Card classic and worldwide bestselling novel, Ender's Game, makes an excellent gift for anyone's science fiction library. "Ender's Game is an affecting novel."--New York Times Book Review Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who? Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child. Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game. Isn't it? THE ENDER UNIVERSE Ender series Ender's Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender's Shadow series Ender's Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings
Publisher: Tor Books
ISBN: 0765394863
Category : Fiction
Languages : en
Pages : 448
Book Description
This engaging, collectible, miniature hardcover of the Orson Scott Card classic and worldwide bestselling novel, Ender's Game, makes an excellent gift for anyone's science fiction library. "Ender's Game is an affecting novel."--New York Times Book Review Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who? Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child. Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game. Isn't it? THE ENDER UNIVERSE Ender series Ender's Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender's Shadow series Ender's Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings
The Paths of Heaven The Evolution of Airpower Theory
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Airpower is not widely understood. Even though it has come to play an increasingly important role in both peace and war, the basic concepts that define and govern airpower remain obscure to many people, even to professional military officers. This fact is largely due to fundamental differences of opinion as to whether or not the aircraft has altered the strategies of war or merely its tactics. If the former, then one can see airpower as a revolutionary leap along the continuum of war; but if the latter, then airpower is simply another weapon that joins the arsenal along with the rifle, machine gun, tank, submarine, and radio. This book implicitly assumes that airpower has brought about a revolution in war. It has altered virtually all aspects of war: how it is fought, by whom, against whom, and with what weapons. Flowing from those factors have been changes in training, organization, administration, command and control, and doctrine. War has been fundamentally transformed by the advent of the airplane.
Publisher:
ISBN:
Category :
Languages : en
Pages : 0
Book Description
Airpower is not widely understood. Even though it has come to play an increasingly important role in both peace and war, the basic concepts that define and govern airpower remain obscure to many people, even to professional military officers. This fact is largely due to fundamental differences of opinion as to whether or not the aircraft has altered the strategies of war or merely its tactics. If the former, then one can see airpower as a revolutionary leap along the continuum of war; but if the latter, then airpower is simply another weapon that joins the arsenal along with the rifle, machine gun, tank, submarine, and radio. This book implicitly assumes that airpower has brought about a revolution in war. It has altered virtually all aspects of war: how it is fought, by whom, against whom, and with what weapons. Flowing from those factors have been changes in training, organization, administration, command and control, and doctrine. War has been fundamentally transformed by the advent of the airplane.