From Playgrounds to Playstation

From Playgrounds to Playstation

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  • Author: Carroll Pursell
  • Publisher: Johns Hopkins University Press+ORM
  • ISBN: 1421416514
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 276

This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors—who often talk about “playing” at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.


The Alpha-Nina

The Alpha-Nina

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  • Author: M.K. Williams
  • Publisher: M.K. Williams Publishing, LLC
  • ISBN: 1733392998
  • Category : Fiction
  • Languages : en
  • Pages : 272

Continue the time-travel adventure series from M.K. Williams and cross back over the Plain with The Alpha-Nina There is no such thing as a coincidence in an infinite multiverse. Each action happens, it is inevitable. It was bound to occur, somewhere, sometime. Or, more elegantly put: It is destiny. While Nina Marks may have found her way back home after being kidnapped across the multiverse, her alter-egos are now in danger. The technology needed to travel the multiverse exists in at least 4 known universes, and perhaps more. How can Nina, now stuck in Universe Alpha keep all the infinite universes safe from those looking to exploit this technology? And, if the weight of protecting parallel universes wasn’t enough on her shoulders, she is the primary suspect in the disappearance of Dr. Parker Lovett. Can Nina exonerate herself without exposing the secrets of The Portal? Can she trust her alter-egos to keep watch on their entry point to the multiverse? Can she just get through the first week at her new job without having to worry about the fate of all people living across the infinite universes? Read The Alpha-Nina, the second book in The Feminina Series, and the anxiously awaited sequel to The Infinite-Infinite to find out.


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.


Power Play

Power Play

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  • Author: Asi Burak
  • Publisher: Macmillan + ORM
  • ISBN: 1250089344
  • Category : Education
  • Languages : en
  • Pages : 237

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.


Play This Book

Play This Book

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  • Author: Jessica Young
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 1681198649
  • Category : Juvenile Fiction
  • Languages : en
  • Pages : 32

For fans of Press Here, this new interactive picture book invites readers to touch and move and "play" with the book. To start our show we need a band--maybe you can lend a hand! There are lots of ways little hands can make music. Each page of this interactive book invites readers to strum the guitar, slide the trombone, crash the cymbals, and more--no instruments required! With a delightful rhyming text and engaging illustrations, this book is full of instruments waiting to share their sounds. The only thing this band needs is YOU! Just use your imagination, turn the pages, and Play This Book! Pair with Pet This Book, another title by author Jessica Young and illustrator Daniel Wiseman that comes printed on heavy-duty card stock pages to stand up to all kinds of play!


This Is Play

This Is Play

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  • Author: Julia Luckenbill
  • Publisher:
  • ISBN: 9781938113536
  • Category : Early childhood education
  • Languages : en
  • Pages : 128

Connecting theory to practice, this book highlights the importance of play for the social, emotional, and intellectual development of very young children. Combines theoretical and practical information and includes guidance about how to improve interactions with children, select materials for young children to use, and work with families to support children development. Through vignettes, photographs, and narrative text, learn a range of ideas to help infant-toddler teachers become more responsive to children's cues and more intentional in their interactions and play with children.


Play Anything

Play Anything

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  • Author: Ian Bogost
  • Publisher:
  • ISBN: 0465051723
  • Category : Science
  • Languages : en
  • Pages : 290

"An essential read for those seeking to understand how a new idea of play can be positive for our lives." u- Library Journal (STARRED review) /u Play Anything is a profound book: both a striking assessment of our current cultural landscape, and at the same time a smart self-improvement guide, teaching us the virtues of a life lived playfully." u- Steven Johnson, author of How We Got To Now and Everything Bad Is Good For You /u


Play On

Play On

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  • Author: Jeff Bercovici
  • Publisher: HarperCollins
  • ISBN: 0544935322
  • Category : Sports & Recreation
  • Languages : en
  • Pages : 288

A lively, deeply reported tour of the science and strategies helping athletes like Tom Brady, Serena Williams, Carli Lloyd, and LeBron James redefine the notion of “peak age.” Season after season, today’s sports superstars seem to defy the limits of physical aging that inevitably sideline their competitors. How much of the difference is genetic destiny and how much can be attributed to better training, medicine, and technology? Is athletic longevity a skill that can be taught or a mental discipline that can be mastered? Can career-ending injuries be predicted and avoided? Journalist Jeff Bercovici spent extensive time with professional and Olympic athletes, coaches, and doctors to find the answers to these questions. His quest led him to training camps, tournaments, hospitals, antiaging clinics, and Silicon Valley startups, where he tried cutting-edge treatments and technologies firsthand and investigated the realities behind health fads like alkaline diets, high-intensity interval training, and cryotherapy. Through fascinating profiles and first-person anecdotes, Bercovici illuminates the science and strategies extending the careers of elite older athletes, uncovers the latest advances in fields from nutrition to brain science to virtual reality, and offers empowering insights about how the rest of us can find peak performance at any age.


No Game for Boys to Play

No Game for Boys to Play

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  • Author: Kathleen Bachynski
  • Publisher: UNC Press Books
  • ISBN: 1469653710
  • Category : Health & Fitness
  • Languages : en
  • Pages : 297

From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.


Ambient Play

Ambient Play

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  • Author: Larissa Hjorth
  • Publisher: MIT Press
  • ISBN: 026236042X
  • Category : Games & Activities
  • Languages : en
  • Pages : 200

An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.