Man, Play, and Games

Man, Play, and Games

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  • Author: Roger Caillois
  • Publisher: University of Illinois Press
  • ISBN: 9780252070334
  • Category : Games & Activities
  • Languages : en
  • Pages : 228

According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.


Rules of Play

Rules of Play

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  • Author: Katie Salen Tekinbas
  • Publisher: MIT Press
  • ISBN: 9780262240451
  • Category : Computers
  • Languages : en
  • Pages : 680

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Understanding the Games Men Play

Understanding the Games Men Play

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  • Author: Britten Wilder
  • Publisher: Premier Entertainment, L.L.C
  • ISBN: 9780966212488
  • Category : Self-Help
  • Languages : en
  • Pages : 126

A self help book on male/female relationship on what it takes to keep men happy in a relationship.


Adolescent Gambling

Adolescent Gambling

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  • Author: Mark Griffiths
  • Publisher: Psychology Press
  • ISBN: 9780415058346
  • Category : Games & Activities
  • Languages : en
  • Pages : 324

Mark Griffiths has carried out extensive research into why some adolescents get hooked on gambling, how they gamble and what can be done about it. In this book he provides an overview of adolescent gambling worldwide.


FLOWERMAN - 2 Player Pencil & Paper Word Game Book

FLOWERMAN - 2 Player Pencil & Paper Word Game Book

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  • Author:
  • Publisher:
  • ISBN:
  • Category :
  • Languages : en
  • Pages : 102

LIKE HANG MAN, ONLY FLOWER-IER! Do you enjoy playing word games with your friends? If so, then this 2 player pencil and paper word game book is PERFECT for you! FLOWERMAN is a fun, sillier version of the game Hang man, but instead of losing their life, the flowerman gets all his petals when the host wins! This FLOWERMAN game book features: 96 game boards Game #s and Names of players for each game so you can keep track of who you play with Word/Phrase box to put the host's chosen word or phrase Used Letter Box for the guesser Full directions for play Hours of technology-free fun! This fun FLOWERMAN game book makes a GREAT GIFT for kids, teens, parents, senior citizens, and anyone who enjoys playing word games! **Like this Game/Puzzle Book? Looking for something a little different? PUZZITIVITY PRESS offers a wonderful assortment of puzzle and game books! Simply click on the author name "Puzzitivity Press" above this description, and check out everything we have to offer. Game and Puzzle books make WONDERFUL, INEXPENSIVE gifts for just about ANYONE! Available for fast shipping with Amazon Prime!**


Sport, Play, and Ethical Reflection

Sport, Play, and Ethical Reflection

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  • Author: Randolph Feezell
  • Publisher: University of Illinois Press
  • ISBN: 0252091167
  • Category : Philosophy
  • Languages : en
  • Pages : 194

In paperback for the first time, Randolph Feezell’s Sport, Play, and Ethical Reflection immediately tackles two big questions about sport: “What is it?” and “Why does it attract so many people?” Feezell argues that sports participation is best described as a form of human play, and the attraction for participants and viewers alike derives from both its aesthetic richness and narrative structure. He then claims that the way in which sports encourage serious competition in trivial pursuits is fundamentally absurd, and therefore participation requires a state of irony in the participants, where seriousness and playfulness are combined. Feezell builds on these conclusions, addressing important ethical issues, arguing that sportsmanship should be seen as a kind of Aristotelian mean between the extremes of over- and under-investment in sport. Chapters on cheating, running up the score, and character building stress sport as a rule-governed, tradition-bound practice with standards of excellence and goods internal to the practice. With clear writing and numerous illuminating examples, Feezell demonstrates deep insight into both of his subjects.


The Game Design Reader

The Game Design Reader

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  • Author: Katie Salen Tekinbas
  • Publisher: MIT Press
  • ISBN: 0262303175
  • Category : Computers
  • Languages : en
  • Pages : 955

Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.


Encyclopedia of Play in Today's Society

Encyclopedia of Play in Today's Society

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  • Author: Rodney P. Carlisle
  • Publisher: SAGE
  • ISBN: 1412966701
  • Category : Crafts & Hobbies
  • Languages : en
  • Pages : 1033

Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.


The Video Game Theory Reader

The Video Game Theory Reader

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  • Author: Mark J.P. Wolf
  • Publisher: Routledge
  • ISBN: 1135205183
  • Category : Social Science
  • Languages : en
  • Pages : 372

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.


Casual Game Design

Casual Game Design

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  • Author: Gregory Trefry
  • Publisher: CRC Press
  • ISBN: 0080959237
  • Category : Art
  • Languages : en
  • Pages : 264

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casua