Mike Johnson, a recent United States Air Force recruit, is smuggled into Russia as a spy during the Cold War of the 1960s. His contact is Cathy Pushkin, a nineteen-year-old Russian girl, who is part of an underground group attempting to bring democracy to her communist country. Together, their involvement in obtaining Russian top secret information for America is a fast-pace journey of espionage.
"Through International Games: Building Skills Through Multicultural Play, you can build motor skills and open kids' eyes to the cultures and traditions of other countries at the same time. This book features 67 games from 38 countries. The games can be used in a physical education curriculum or as part of an interdisciplinary unit."--BOOK JACKET.
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.
“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.
This colossal Guide includes information on every top level event, every IIHF member nation, and, indeed, every player to appear in even a single game since international hockey first took hold in 1920. In all, more than 12,000 players are included, as well as every coach, every referee, every linesman and every stat imaginable. The 2012 IIHF Guide and Record Book is the official and only complete source of information for international hockey. It covers all top-level events from the Olympics to World Championships to junior events, from men's hockey to women's hockey, from 1920 to the past and present seasons. At 640 pages, it contains the scores and standings for every international game and event ever contested, the statistics for every player, coach, and on-ice official in IIHF competition history, and the results and histories of every nation that has ever participated in an IIHF event. Full of information on every aspect of the international game, this is the one and only source fans will need if they are interested in the World Junior Championship, Team Canada, or any other aspect of the international game. With a special section on the World Junior Championships taking place in Alberta this Christmas, this is the most important book hockey fans will need this season.
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.
To study the strategic interaction of individuals, we can use game theory. Despite the long history shared by game theory and political science, many political scientists remain unaware of the exciting game theoretic techniques that have been developed over the years. As a result they use overly simple games to illustrate complex processes. Games, Information, and Politics is written for political scientists who have an interest in game theory but really do not understand how it can be used to improve our understanding of politics. To address this problem, Gates and Humes write for scholars who have little or no training in formal theory and demonstrate how game theoretic analysis can be applied to politics. They apply game theoretic models to three subfields of political science: American politics, comparative politics, and international relations. They demonstrate how game theory can be applied to each of these subfields by drawing from three distinct pieces of research. By drawing on examples from current research projects the authors use real research problems--not hypothetical questions--to develop their discussion of various techniques and to demonstrate how to apply game theoretic models to help answer important political questions. Emphasizing the process of applying game theory, Gates and Humes clear up some common misperceptions about game theory and show how it can be used to improve our understanding of politics. Games, Information, and Politics is written for scholars interested in understanding how game theory is used to model strategic interactions. It will appeal to sociologists and economists as well as political scientists. Scott Gates is Assistant Professor of Political Science, Michigan State University. Brian D. Humes is Associate Professor of Political Science, University of Nebraska-Lincoln.