Author: Allan Downey
Publisher: UBC Press
ISBN: 0774836059
Category : Social Science
Languages : en
Pages : 365
Book Description
A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.
The Creator’s Game
Author: Allan Downey
Publisher: UBC Press
ISBN: 0774836059
Category : Social Science
Languages : en
Pages : 365
Book Description
A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.
Publisher: UBC Press
ISBN: 0774836059
Category : Social Science
Languages : en
Pages : 365
Book Description
A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.
The Creator's Game
Author: Art Coulson
Publisher: Minnesota Historical Society
ISBN: 0873519361
Category : Juvenile Fiction
Languages : en
Pages : 55
Book Description
"Eleven-year-old Travis Skinaway learns about his American Indian culture and history as he practices the Creator's game, lacrosse"--
Publisher: Minnesota Historical Society
ISBN: 0873519361
Category : Juvenile Fiction
Languages : en
Pages : 55
Book Description
"Eleven-year-old Travis Skinaway learns about his American Indian culture and history as he practices the Creator's game, lacrosse"--
Game Art
Author: Matt Sainsbury
Publisher: No Starch Press
ISBN: 1593276656
Category : Games & Activities
Languages : en
Pages : 278
Book Description
Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.
Publisher: No Starch Press
ISBN: 1593276656
Category : Games & Activities
Languages : en
Pages : 278
Book Description
Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.
Awesome Minds: Video Game Creators
Author: Alejandro Arbona
Publisher: duopress
ISBN: 1947458221
Category : Juvenile Nonfiction
Languages : en
Pages : 177
Book Description
Did you know that Nintendo started in the mid-19th century as a playing card company and that the Japanese giant also sold rice and operated taxi cabs? And did you know that the very first video game was called Tennis for Two and was created by a US government scientist named William Higinbotham? Today, video games play a gigantic role in our culture and none of this would have been possible without people like Shigeru Miyamoto, the creative mastermind that turned a failed business venture into the game that eventually inspired him to build Donkey Kong and Mario Bros., or Donna Bailey, who created the arcade video game sensation Centipede. With full-color illustrations and lively text, and chock-full of interesting facts, Awesome Minds: Video Game Creators tells the stories of these amazing men and women who turned a small hobby into a multimillion-dollar industry that changed the way we play and interact, from our living rooms to the arcades, on our computers to our handheld devices. Awesome Minds: Video Game Creators is the perfect read for those with creative spirits, curious minds, and a love of technology and video games.
Publisher: duopress
ISBN: 1947458221
Category : Juvenile Nonfiction
Languages : en
Pages : 177
Book Description
Did you know that Nintendo started in the mid-19th century as a playing card company and that the Japanese giant also sold rice and operated taxi cabs? And did you know that the very first video game was called Tennis for Two and was created by a US government scientist named William Higinbotham? Today, video games play a gigantic role in our culture and none of this would have been possible without people like Shigeru Miyamoto, the creative mastermind that turned a failed business venture into the game that eventually inspired him to build Donkey Kong and Mario Bros., or Donna Bailey, who created the arcade video game sensation Centipede. With full-color illustrations and lively text, and chock-full of interesting facts, Awesome Minds: Video Game Creators tells the stories of these amazing men and women who turned a small hobby into a multimillion-dollar industry that changed the way we play and interact, from our living rooms to the arcades, on our computers to our handheld devices. Awesome Minds: Video Game Creators is the perfect read for those with creative spirits, curious minds, and a love of technology and video games.
The State of Play
Author: Daniel Goldberg
Publisher: Seven Stories Press
ISBN: 1609806409
Category : Games & Activities
Languages : en
Pages : 204
Book Description
FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything. The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time. "If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun
Publisher: Seven Stories Press
ISBN: 1609806409
Category : Games & Activities
Languages : en
Pages : 204
Book Description
FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything. The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time. "If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun
Game Wizards
Author: Jon Peterson
Publisher: MIT Press
ISBN: 0262542951
Category : Games & Activities
Languages : en
Pages : 401
Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Publisher: MIT Press
ISBN: 0262542951
Category : Games & Activities
Languages : en
Pages : 401
Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Soul in the Game
Author: Vitaliy Katsenelson
Publisher: Harriman House Limited
ISBN: 0857199080
Category : Reference
Languages : en
Pages : 314
Book Description
Soul in the Game is a book of inspiring stories and hard-won lessons on how to live a meaningful life, crafted by investor and writer Vitaliy Katsenelson. Drawing from the lives of classical composers, ancient Stoics, and contemporary thinkers, Katsenelson weaves together a tapestry of practical wisdom that has helped him overcome his greatest challenges: in work, family, identity, health—and in dealing with success, failure, and more. Part autobiography, part philosophy, part creativity manual, Soul in the Game is a unique and vulnerable exploration of what works, and what doesn’t, in the attempt to shape a fulfilling and happy life.
Publisher: Harriman House Limited
ISBN: 0857199080
Category : Reference
Languages : en
Pages : 314
Book Description
Soul in the Game is a book of inspiring stories and hard-won lessons on how to live a meaningful life, crafted by investor and writer Vitaliy Katsenelson. Drawing from the lives of classical composers, ancient Stoics, and contemporary thinkers, Katsenelson weaves together a tapestry of practical wisdom that has helped him overcome his greatest challenges: in work, family, identity, health—and in dealing with success, failure, and more. Part autobiography, part philosophy, part creativity manual, Soul in the Game is a unique and vulnerable exploration of what works, and what doesn’t, in the attempt to shape a fulfilling and happy life.
Dialect
Author: Hakan Seyalioglu
Publisher:
ISBN: 9780999870013
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780999870013
Category :
Languages : en
Pages :
Book Description
They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
SLAY
Author: Brittney Morris
Publisher: Simon & Schuster Books for Young Readers
ISBN: 1534445420
Category : Young Adult Fiction
Languages : en
Pages : 336
Book Description
A Publishers Weekly Best Book of 2019! “Gripping and timely.” —People “The YA debut we’re most excited for this year.” —Entertainment Weekly “A book that knocks you off your feet while dropping the kind of knowledge that’ll keep you down for the count. Prepare to BE slain.” —Nic Stone, New York Times bestselling author of Dear Martin and Odd One Out Ready Player One meets The Hate U Give in this dynamite debut novel that follows a fierce teen game developer as she battles a real-life troll intent on ruining the Black Panther–inspired video game she created and the safe community it represents for Black gamers. By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only Black kids at Jefferson Academy. But at home, she joins hundreds of thousands of Black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the “downfall of the Black man.” But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for “anti-white discrimination.” Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically Black in a world intimidated by Blackness. But can she protect her game without losing herself in the process?
Publisher: Simon & Schuster Books for Young Readers
ISBN: 1534445420
Category : Young Adult Fiction
Languages : en
Pages : 336
Book Description
A Publishers Weekly Best Book of 2019! “Gripping and timely.” —People “The YA debut we’re most excited for this year.” —Entertainment Weekly “A book that knocks you off your feet while dropping the kind of knowledge that’ll keep you down for the count. Prepare to BE slain.” —Nic Stone, New York Times bestselling author of Dear Martin and Odd One Out Ready Player One meets The Hate U Give in this dynamite debut novel that follows a fierce teen game developer as she battles a real-life troll intent on ruining the Black Panther–inspired video game she created and the safe community it represents for Black gamers. By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only Black kids at Jefferson Academy. But at home, she joins hundreds of thousands of Black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the “downfall of the Black man.” But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for “anti-white discrimination.” Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically Black in a world intimidated by Blackness. But can she protect her game without losing herself in the process?