The Elaborate Game

The Elaborate Game PDF Author: Robert Lawson
Publisher: Balboa Press
ISBN: 9781452579177
Category : Body, Mind & Spirit
Languages : en
Pages : 0

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Book Description
Magic and miracles! After a slow start in living life, I began to experience more than twenty different kinds of delightful happenings that I'd like to share with you. I've been dissatisfied with what I've encountered in Christian churches of various denominations. After reading The Aquarian Gospel of Jesus, the Christ of the Piscean Age, by Levi Downing, as well as Conversations with God, by Neale Donald Walsch, I did gain some clarity that I hope to share with you in this autobiographical, honest, loving story.

The Elaborate Game

The Elaborate Game PDF Author: Robert Lawson
Publisher: Balboa Press
ISBN: 9781452579177
Category : Body, Mind & Spirit
Languages : en
Pages : 0

Get Book Here

Book Description
Magic and miracles! After a slow start in living life, I began to experience more than twenty different kinds of delightful happenings that I'd like to share with you. I've been dissatisfied with what I've encountered in Christian churches of various denominations. After reading The Aquarian Gospel of Jesus, the Christ of the Piscean Age, by Levi Downing, as well as Conversations with God, by Neale Donald Walsch, I did gain some clarity that I hope to share with you in this autobiographical, honest, loving story.

It's All a Game

It's All a Game PDF Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296

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Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

It's All a Game

It's All a Game PDF Author: Tristan Donovan
Publisher: Thomas Dunne Books
ISBN: 1250082722
Category : Games & Activities
Languages : en
Pages : 303

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Book Description
Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations.

Worlds in Play

Worlds in Play PDF Author: Suzanne De Castell
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364

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Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

Paratextualizing Games

Paratextualizing Games PDF Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3732854213
Category : Social Science
Languages : en
Pages : 364

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Book Description
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Worlds Apart

Worlds Apart PDF Author: Jean-Christophe Agnew
Publisher: Cambridge University Press
ISBN: 9780521379106
Category : History
Languages : en
Pages : 284

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Book Description
Drawing on a variety of disciplines and documents, Professor Agnew illuminates one of the most fascinating chapters in the formations of Anglo-American market culture. Worlds Apart traces the history of our concepts of the marketplace and the theatre and the ways in which these concepts are bound together. Focusing on Britain and America in the years 1550 to 1750, the book discusses the forms and conventions that structured both commerce and theatre. As marketing practice broke free of its traditional boundaries and restraints, it challenged longstanding popular assumptions about the constituents of value, the nature of identity, the signs of authenticity, and the limits of liability. New exchange relations bred new legal and commercial fictions to authorise them, but they also bred new doubts about the precise grounds upon which the self and its 'interests' were to be represented. Those same doubts, Professor Agnew shows, animated the theatre as well. As actors and playwrights shifted from ecclesiastical and civic drama to professional entertainments, they too devised authenticating fictions, fictions that effectively replicated the bewildering representational confusions of the new 'placeless market'.

Game Magic

Game Magic PDF Author: Jeff Howard
Publisher: CRC Press
ISBN: 1040057764
Category : Computers
Languages : en
Pages : 273

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Book Description
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis wi

Games and Learning Alliance

Games and Learning Alliance PDF Author: Antonios Liapis
Publisher: Springer Nature
ISBN: 3030343502
Category : Computers
Languages : en
Pages : 613

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Book Description
This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Fictional Games

Fictional Games PDF Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217

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Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.