Author: Oriol Ripoll
Publisher:
ISBN: 9781556525940
Category : Amusements
Languages : en
Pages : 0
Book Description
Tells how to play more than one hundred games that are played by children throughout the world, ranging from board games and jacks to jumping and hand games.
Play with Us
Author: Oriol Ripoll
Publisher:
ISBN: 9781556525940
Category : Amusements
Languages : en
Pages : 0
Book Description
Tells how to play more than one hundred games that are played by children throughout the world, ranging from board games and jacks to jumping and hand games.
Publisher:
ISBN: 9781556525940
Category : Amusements
Languages : en
Pages : 0
Book Description
Tells how to play more than one hundred games that are played by children throughout the world, ranging from board games and jacks to jumping and hand games.
Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237
Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
A Play for the End of the World
Author: Jai Chakrabarti
Publisher: Knopf
ISBN: 0525658920
Category : Fiction
Languages : en
Pages : 303
Book Description
A dazzling novel—set in early 1970's New York and rural India—the story of a turbulent, unlikely romance, a harrowing account of the lasting horrors of World War II, and a searing examination of one man's search for forgiveness and acceptance. “Looks deeply at the echoes and overlaps among art, resistance, love, and history ... an impressive debut.” —Meg Wolitzer, best-selling author of The Female Persuasion New York City, 1972. Jaryk Smith, a survivor of the Warsaw Ghetto, and Lucy Gardner, a southerner, newly arrived in the city, are in the first bloom of love when they receive word that Jaryk's oldest friend has died under mysterious circumstances in a rural village in eastern India. Travelling there alone to collect his friend's ashes, Jaryk soon finds himself enmeshed in the chaos of local politics and efforts to stage a play in protest against the government—the same play that he performed as a child in Warsaw as an act of resistance against the Nazis. Torn between the survivor's guilt he has carried for decades and his feelings for Lucy (who, unbeknownst to him, is pregnant with his child), Jaryk must decide how to honor both the past and the present, and how to accept a happiness he is not sure he deserves. An unforgettable love story, a provocative exploration of the role of art in times of political upheaval, and a deeply moving reminder of the power of the past to shape the present, A Play for the End of the World is a remarkable debut from an exciting new voice in fiction.
Publisher: Knopf
ISBN: 0525658920
Category : Fiction
Languages : en
Pages : 303
Book Description
A dazzling novel—set in early 1970's New York and rural India—the story of a turbulent, unlikely romance, a harrowing account of the lasting horrors of World War II, and a searing examination of one man's search for forgiveness and acceptance. “Looks deeply at the echoes and overlaps among art, resistance, love, and history ... an impressive debut.” —Meg Wolitzer, best-selling author of The Female Persuasion New York City, 1972. Jaryk Smith, a survivor of the Warsaw Ghetto, and Lucy Gardner, a southerner, newly arrived in the city, are in the first bloom of love when they receive word that Jaryk's oldest friend has died under mysterious circumstances in a rural village in eastern India. Travelling there alone to collect his friend's ashes, Jaryk soon finds himself enmeshed in the chaos of local politics and efforts to stage a play in protest against the government—the same play that he performed as a child in Warsaw as an act of resistance against the Nazis. Torn between the survivor's guilt he has carried for decades and his feelings for Lucy (who, unbeknownst to him, is pregnant with his child), Jaryk must decide how to honor both the past and the present, and how to accept a happiness he is not sure he deserves. An unforgettable love story, a provocative exploration of the role of art in times of political upheaval, and a deeply moving reminder of the power of the past to shape the present, A Play for the End of the World is a remarkable debut from an exciting new voice in fiction.
Games of the World
Author: Frederic V. Grunfeld
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 292
Book Description
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 292
Book Description
Wonderland
Author: Steven Johnson
Publisher: Pan Macmillan
ISBN: 1509837299
Category : Games & Activities
Languages : en
Pages : 326
Book Description
"Everyone knows the old saying "necessity is the mother of invention," but if you do a paternity test on many of the modern world's most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well." Most history books don't concern themselves with delight. History is the serious business of war, treaties, governments and monarchs. This is a different kind of history book. Steven Johnson argues that if you want to understand how we got to now, you have to understand pleasure and play. A staggering amount of the landscape of modern life is populated by environments and technology designed to entertain and delight us. Here history of popular entertainment, arguing that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Throughout history, he locates the cutting edge of innovation wherever people are working the hardest to keep themselves and others amused.He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.
Publisher: Pan Macmillan
ISBN: 1509837299
Category : Games & Activities
Languages : en
Pages : 326
Book Description
"Everyone knows the old saying "necessity is the mother of invention," but if you do a paternity test on many of the modern world's most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well." Most history books don't concern themselves with delight. History is the serious business of war, treaties, governments and monarchs. This is a different kind of history book. Steven Johnson argues that if you want to understand how we got to now, you have to understand pleasure and play. A staggering amount of the landscape of modern life is populated by environments and technology designed to entertain and delight us. Here history of popular entertainment, arguing that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Throughout history, he locates the cutting edge of innovation wherever people are working the hardest to keep themselves and others amused.He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.
The World in Play
Author: Matthew Kaiser
Publisher: Stanford University Press
ISBN: 0804778949
Category : Literary Criticism
Languages : en
Pages : 287
Book Description
Nineteenth-century Britain was a world in play. The Victorians invented the weekend and built hundreds of parks and playgrounds. In the wake of Darwin, they re-imagined nature as a contest for survival. The playful child became a symbol of the future. A world in play means two things: a world in flux and a world trapped, like Alice in Wonderland, in a ludic microcosm of itself. The book explores the extent to which play (competition, leisure, mischief, luck, festivity, imagination) pervades nineteenth-century literature and culture and forms the foundations of the modern self. Play made the Victorian world cohere and betrayed the illusoriness of that coherence. This is the paradox of modernity. Kaiser gives an account of how certain Victorian misfits—working-class melodramatists of the 1830s, the reclusive Emily Brontë, free spirits Robert Louis Stevenson and John Muir, mischievous Oscar Wilde—struggled to make sense of this new world. In so doing, they discovered the art of modern life.
Publisher: Stanford University Press
ISBN: 0804778949
Category : Literary Criticism
Languages : en
Pages : 287
Book Description
Nineteenth-century Britain was a world in play. The Victorians invented the weekend and built hundreds of parks and playgrounds. In the wake of Darwin, they re-imagined nature as a contest for survival. The playful child became a symbol of the future. A world in play means two things: a world in flux and a world trapped, like Alice in Wonderland, in a ludic microcosm of itself. The book explores the extent to which play (competition, leisure, mischief, luck, festivity, imagination) pervades nineteenth-century literature and culture and forms the foundations of the modern self. Play made the Victorian world cohere and betrayed the illusoriness of that coherence. This is the paradox of modernity. Kaiser gives an account of how certain Victorian misfits—working-class melodramatists of the 1830s, the reclusive Emily Brontë, free spirits Robert Louis Stevenson and John Muir, mischievous Oscar Wilde—struggled to make sense of this new world. In so doing, they discovered the art of modern life.
Play as Symbol of the World
Author: Eugen Fink
Publisher: Indiana University Press
ISBN: 0253021170
Category : Philosophy
Languages : en
Pages : 360
Book Description
Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.
Publisher: Indiana University Press
ISBN: 0253021170
Category : Philosophy
Languages : en
Pages : 360
Book Description
Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.
Wonder of the World
Author: David Lindsay-Abaire
Publisher: Dramatists Play Service, Inc.
ISBN: 9780822218630
Category : Drama
Languages : en
Pages : 76
Book Description
THE STORY: Nothing will prepare you for the dirty little secret Cass discovers in her husband's sweater drawer. It is so shocking that our heroine has no choice but to flee to the honeymoon capital of the world in a frantic search for the life she
Publisher: Dramatists Play Service, Inc.
ISBN: 9780822218630
Category : Drama
Languages : en
Pages : 76
Book Description
THE STORY: Nothing will prepare you for the dirty little secret Cass discovers in her husband's sweater drawer. It is so shocking that our heroine has no choice but to flee to the honeymoon capital of the world in a frantic search for the life she
The Play of the World
Author: James S. Hans
Publisher:
ISBN:
Category : Philosophy
Languages : en
Pages : 232
Book Description
Publisher:
ISBN:
Category : Philosophy
Languages : en
Pages : 232
Book Description
Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.