Author: Ellen Liman
Publisher:
ISBN: 9781938461439
Category : Antiques & Collectibles
Languages : en
Pages : 0
Book Description
As the turn from the 18th to the 19th century approached in Great Britain, more and more parents and teachers embraced a suggestion from the philosopher John Locke that learning might be made a play and recreation to children. 'Georgian and Victorian Board Games: The Liman Collection' includes the most beautiful and rare games of the time collected by Arthur Liman. Showcasing 50 games that were made for both instruction and delight, the book reflects on a transatlantic market that flourished into and through the 19th century. Although games were often printed on linen or board instead of delicate paper, many fell apart due to enthusiastic use. But those that survived open a window onto the time period in which they were created, reflecting its social and moral priorities as well as a wide range of educational subjects. 'Georgian and Victorian Board Games: The Liman Collection' will appeal to both experts and people who will discover this unusual art form for the first time. The oversize format allows for a close inspection and reading of the wonderfully imaginative and interesting information on the museum-quality game boards while reproductions of some of the pages from the detailed instruction booklets allow for an even deeper look into the games and how they were played. The games themselves are beautifully detailed produced by a handful of the best-known publishers of the era, the hand-color engraved games look as vibrant and colorful as they did two centuries ago. Also included in the lavishly produced book are five gatefolds that illustrate the games and their complete instructions and rules so as to allow modern readers to try their hand at these fascinating and historic games.
Georgian and Victorian Board Games
Author: Ellen Liman
Publisher:
ISBN: 9781938461439
Category : Antiques & Collectibles
Languages : en
Pages : 0
Book Description
As the turn from the 18th to the 19th century approached in Great Britain, more and more parents and teachers embraced a suggestion from the philosopher John Locke that learning might be made a play and recreation to children. 'Georgian and Victorian Board Games: The Liman Collection' includes the most beautiful and rare games of the time collected by Arthur Liman. Showcasing 50 games that were made for both instruction and delight, the book reflects on a transatlantic market that flourished into and through the 19th century. Although games were often printed on linen or board instead of delicate paper, many fell apart due to enthusiastic use. But those that survived open a window onto the time period in which they were created, reflecting its social and moral priorities as well as a wide range of educational subjects. 'Georgian and Victorian Board Games: The Liman Collection' will appeal to both experts and people who will discover this unusual art form for the first time. The oversize format allows for a close inspection and reading of the wonderfully imaginative and interesting information on the museum-quality game boards while reproductions of some of the pages from the detailed instruction booklets allow for an even deeper look into the games and how they were played. The games themselves are beautifully detailed produced by a handful of the best-known publishers of the era, the hand-color engraved games look as vibrant and colorful as they did two centuries ago. Also included in the lavishly produced book are five gatefolds that illustrate the games and their complete instructions and rules so as to allow modern readers to try their hand at these fascinating and historic games.
Publisher:
ISBN: 9781938461439
Category : Antiques & Collectibles
Languages : en
Pages : 0
Book Description
As the turn from the 18th to the 19th century approached in Great Britain, more and more parents and teachers embraced a suggestion from the philosopher John Locke that learning might be made a play and recreation to children. 'Georgian and Victorian Board Games: The Liman Collection' includes the most beautiful and rare games of the time collected by Arthur Liman. Showcasing 50 games that were made for both instruction and delight, the book reflects on a transatlantic market that flourished into and through the 19th century. Although games were often printed on linen or board instead of delicate paper, many fell apart due to enthusiastic use. But those that survived open a window onto the time period in which they were created, reflecting its social and moral priorities as well as a wide range of educational subjects. 'Georgian and Victorian Board Games: The Liman Collection' will appeal to both experts and people who will discover this unusual art form for the first time. The oversize format allows for a close inspection and reading of the wonderfully imaginative and interesting information on the museum-quality game boards while reproductions of some of the pages from the detailed instruction booklets allow for an even deeper look into the games and how they were played. The games themselves are beautifully detailed produced by a handful of the best-known publishers of the era, the hand-color engraved games look as vibrant and colorful as they did two centuries ago. Also included in the lavishly produced book are five gatefolds that illustrate the games and their complete instructions and rules so as to allow modern readers to try their hand at these fascinating and historic games.
Playing Games in Nineteenth-Century Britain and America
Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322
Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322
Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.
Who's in the Game?
Author: Terri Toles Patkin
Publisher: McFarland
ISBN: 1476642117
Category : Games & Activities
Languages : en
Pages : 282
Book Description
Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Publisher: McFarland
ISBN: 1476642117
Category : Games & Activities
Languages : en
Pages : 282
Book Description
Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Board Games in 100 Moves
Author: Ian Livingstone
Publisher: Penguin
ISBN: 1465498710
Category : Games & Activities
Languages : en
Pages : 178
Book Description
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Publisher: Penguin
ISBN: 1465498710
Category : Games & Activities
Languages : en
Pages : 178
Book Description
Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Games Without Frontiers?
Author: Heather Wardle
Publisher: Springer Nature
ISBN: 303074910X
Category : Social Science
Languages : en
Pages : 111
Book Description
This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.
Publisher: Springer Nature
ISBN: 303074910X
Category : Social Science
Languages : en
Pages : 111
Book Description
This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.
Playing with Maps: Cartographic Games in Western Culture
Author: Adrian Seville
Publisher: BRILL
ISBN: 9004681140
Category : History
Languages : en
Pages : 165
Book Description
This is the first serious book wholly devoted to games based on maps. The authors are experts in their respective fields: board games, playing cards and dissected puzzles. They bring an informed historical approach to the development and diffusion of these games up to about the beginning of the twentieth century, including games from Western Europe and America in all their intriguing variety. This book is an essential reference source for those wishing to research this neglected area, while those new to the field will be pleasantly surprised at the interesting and unusual maps that these games exploit.
Publisher: BRILL
ISBN: 9004681140
Category : History
Languages : en
Pages : 165
Book Description
This is the first serious book wholly devoted to games based on maps. The authors are experts in their respective fields: board games, playing cards and dissected puzzles. They bring an informed historical approach to the development and diffusion of these games up to about the beginning of the twentieth century, including games from Western Europe and America in all their intriguing variety. This book is an essential reference source for those wishing to research this neglected area, while those new to the field will be pleasantly surprised at the interesting and unusual maps that these games exploit.
Paper Time Machines
Author: Maurice W. Suckling
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
World Report 2019
Author: Human Rights Watch
Publisher: Seven Stories Press
ISBN: 1609808851
Category : Political Science
Languages : en
Pages : 847
Book Description
The best country-by-country assessment of human rights. The human rights records of more than ninety countries and territories are put into perspective in Human Rights Watch's signature yearly report. Reflecting extensive investigative work undertaken by Human Rights Watch staff, in close partnership with domestic human rights activists, the annual World Report is an invaluable resource for journalists, diplomats, and citizens, and is a must-read for anyone interested in the fight to protect human rights in every corner of the globe.
Publisher: Seven Stories Press
ISBN: 1609808851
Category : Political Science
Languages : en
Pages : 847
Book Description
The best country-by-country assessment of human rights. The human rights records of more than ninety countries and territories are put into perspective in Human Rights Watch's signature yearly report. Reflecting extensive investigative work undertaken by Human Rights Watch staff, in close partnership with domestic human rights activists, the annual World Report is an invaluable resource for journalists, diplomats, and citizens, and is a must-read for anyone interested in the fight to protect human rights in every corner of the globe.
A History of the World from the 20th to the 21st Century
Author: John Ashley Soames Grenville
Publisher: Psychology Press
ISBN: 9780415289542
Category : History
Languages : en
Pages : 1016
Book Description
Provides a comprehensive survey of the key events and personalities of this period.
Publisher: Psychology Press
ISBN: 9780415289542
Category : History
Languages : en
Pages : 1016
Book Description
Provides a comprehensive survey of the key events and personalities of this period.
European Georgia
Author: Zaza Anchabadze
Publisher:
ISBN: 9789941063220
Category : Caucasus
Languages : en
Pages : 537
Book Description
Publisher:
ISBN: 9789941063220
Category : Caucasus
Languages : en
Pages : 537
Book Description