The Book of Games

The Book of Games PDF Author: Jack Botermans
Publisher: Sterling Publishing Company
ISBN: 9781402742217
Category : Games & Activities
Languages : en
Pages : 744

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Book Description
This lavishly illustrated 736-page reference provides a lifetime of entertainment! It contains complete rules, playing tips, and instructive move-by-move examples of 65 fun and diverse games. They range from Senat, a pastime enjoyed by King Tut, to Hex, invented by a 20th-century mathematician; from strategy games like Siege of Paris to dice games like Chuck-a-Luck to chase games like Pachisi; from Asian Shogi to African Wari; and from traditional Chess and Go to modern creations like Mastermind and Othello. Colorful illustrations show old-time and modern players, game boards, and equipment alongside fascinating anecdotes and curious facts about games throughout history. For every player, this one’s a sure winner!

The Book of Games

The Book of Games PDF Author: Jack Botermans
Publisher: Sterling Publishing Company
ISBN: 9781402742217
Category : Games & Activities
Languages : en
Pages : 744

Get Book Here

Book Description
This lavishly illustrated 736-page reference provides a lifetime of entertainment! It contains complete rules, playing tips, and instructive move-by-move examples of 65 fun and diverse games. They range from Senat, a pastime enjoyed by King Tut, to Hex, invented by a 20th-century mathematician; from strategy games like Siege of Paris to dice games like Chuck-a-Luck to chase games like Pachisi; from Asian Shogi to African Wari; and from traditional Chess and Go to modern creations like Mastermind and Othello. Colorful illustrations show old-time and modern players, game boards, and equipment alongside fascinating anecdotes and curious facts about games throughout history. For every player, this one’s a sure winner!

Once Upon a Game

Once Upon a Game PDF Author: Michael Kindred
Publisher: Pneuma Springs Publishing
ISBN: 1782282688
Category : Biography & Autobiography
Languages : en
Pages : 152

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Book Description
How do you get an idea for a game? What’s involved in developing it and making an initial prototype? How important is play-testing, and whom do you involve in that process? What are the tips for writing rules? How do you go about trying to get your idea onto the marketplace? What are the important parts of a contract? This book won’t provide all the answers, but it will give you an insight into the fascinating, and sometimes frustrating world of games inventing based on Michael’s 55 years of experience of the successes and failures; the laughter and tears, the delight and the boredom. Along the way he met his wonderful wife, Maggie, and had a child who loves games - what a surprise! And worked with some great friends and colleagues. For about 30 years, Maggie and Michael and some of these people shared in the writing of books, mainly ones to do with groupwork, communication, teamwork and social care. You will also find out about a collaboration which saw a couple of books about cryptic crosswords launched. Book reviews online: PublishedBestsellers website.

Enterprise Games

Enterprise Games PDF Author: Michael Hugos
Publisher: "O'Reilly Media, Inc."
ISBN: 1449328881
Category : Business & Economics
Languages : en
Pages : 215

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Book Description
Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications

Ways with Words

Ways with Words PDF Author: Shirley Brice Heath
Publisher: Cambridge University Press
ISBN: 1107263557
Category : Language Arts & Disciplines
Languages : en
Pages : 458

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Book Description
Ways with Words, first published in 1983, is a classic study of children learning to use language at home and at school in two communities only a few miles apart in the south-eastern United States. 'Roadville' is a white working-class community of families steeped for generations in the life of textile mills; 'Trackton' is an African-American working-class community whose older generations grew up farming the land, but whose existent members work in the mills. In tracing the children's language development the author shows the deep cultural differences between the two communities, whose ways with words differ as strikingly from each other as either does from the pattern of the townspeople, the 'mainstream' blacks and whites who hold power in the schools and workplaces of the region. Employing the combined skills of ethnographer, social historian, and teacher, the author raises fundamental questions about the nature of language development, the effects of literacy on oral language habits, and the sources of communication problems in schools and workplaces.

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 : 252

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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.

Gaming the System

Gaming the System PDF Author: Alexander H Cohen
Publisher: Routledge
ISBN: 1351204491
Category : Political Science
Languages : en
Pages : 116

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Book Description
Gaming the System takes an active approach to learning about American government, using novel, exciting, and highly instructive games to help students learn politics by living it. These timeless games are the perfect complement to a core textbook in American government—covering key topics like the Constitution, the Supreme Court, Congress, political participation, campaigns and elections, the federal bureaucracy, the social contract, social movements, and public opinion—and can be applied to specific courses at other levels, as well. For Instructors: These nine games are designed to be easily inserted into courses, with all but one fitting into one class session and all flexible enough to adapt or scale as needed. Games are designed so that students will be ready to play after minimal preparation and with little prior knowledge; instructors do not need to design or prepare any additional materials. An extensive instructor-only online resource provides everything needed to accompany each game: summary and discussion of the pedagogical foundations on active learning and games; instructions and advice for managing the game and staging under various logistical circumstances; student handouts and scoresheets, and more. For Students: These games immerse participants in crucial narratives, build content knowledge, and improve critical thinking skills—at the same time providing an entertaining way to learn key lessons about American government. Each chapter contains complete instructions, materials, and discussion questions in a concise and ready-to-use form, in addition to time-saving tools like scorecards and 'cheat sheets.' The games contribute to course understanding, lifelong learning, and meaningful citizenship.

Games of History

Games of History PDF Author: Apostolos Spanos
Publisher: Routledge
ISBN: 1000397394
Category : History
Languages : en
Pages : 200

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Book Description
Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.

Games At Work

Games At Work PDF Author: Mauricio Goldstein
Publisher: John Wiley & Sons
ISBN: 0470262001
Category : Business & Economics
Languages : en
Pages : 254

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Book Description
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.

Game Design

Game Design PDF Author: Richard Rouse III
Publisher: Jones & Bartlett Publishers
ISBN: 0763798118
Category : Computers
Languages : en
Pages : 953

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Book Description
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.

The Mathematics of Games and Gambling

The Mathematics of Games and Gambling PDF Author: Edward Packel
Publisher: American Mathematical Society
ISBN: 147046862X
Category : Mathematics
Languages : en
Pages : 174

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Book Description
The first edition of this book was reprinted eight times. This book introduces and develops some of the important and beautiful elementary mathematics needed for rational analysis of various gambling and game activities. Most of the standard casino games (roulette, blackjack, keno), some social games (backgammon, poker, bridge) and various other activities (state lotteries, horse racing, etc.) are treated in ways that bring out their mathematical aspects. The mathematics developed ranges from the predictable concepts of probability, expectation, and binomial coefficients to some less well-known ideas of elementary game theory. The second edition includes new material on: sports betting and the mathematics behind it; Game theory applied to bluffing in poker and related to the Texas Holdem phenomenon; The Nash equilibrium concept and its emergence in the popular culture; Internet links to games and to Java applets for practice and classroom use. The only formal mathematics background the reader needs is some facility with high school algebra. Game-related exercises are included at the end of most chapters for readers interested in working with and expanding ideas treated in the text. Solutions to some of the exercises appear at the end of the book.