The Book of Games

The Book of Games

Author: Jack Botermans

Publisher: Sterling Publishing Company

Published: 2008

Total Pages: 744

ISBN-13: 9781402742217

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This lavishly illustrated 736-page reference provides a lifetime of entertainment! It contains complete rules, playing tips, and instructive move-by-move examples of 65 fun and diverse games. They range from Senat, a pastime enjoyed by King Tut, to Hex, invented by a 20th-century mathematician; from strategy games like Siege of Paris to dice games like Chuck-a-Luck to chase games like Pachisi; from Asian Shogi to African Wari; and from traditional Chess and Go to modern creations like Mastermind and Othello. Colorful illustrations show old-time and modern players, game boards, and equipment alongside fascinating anecdotes and curious facts about games throughout history. For every player, this one’s a sure winner!


Once Upon a Game

Once Upon a Game

Author: Michael Kindred

Publisher: Pneuma Springs Publishing

Published: 2013-05-30

Total Pages: 152

ISBN-13: 1782282688

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How do you get an idea for a game? What’s involved in developing it and making an initial prototype? How important is play-testing, and whom do you involve in that process? What are the tips for writing rules? How do you go about trying to get your idea onto the marketplace? What are the important parts of a contract? This book won’t provide all the answers, but it will give you an insight into the fascinating, and sometimes frustrating world of games inventing based on Michael’s 55 years of experience of the successes and failures; the laughter and tears, the delight and the boredom. Along the way he met his wonderful wife, Maggie, and had a child who loves games - what a surprise! And worked with some great friends and colleagues. For about 30 years, Maggie and Michael and some of these people shared in the writing of books, mainly ones to do with groupwork, communication, teamwork and social care. You will also find out about a collaboration which saw a couple of books about cryptic crosswords launched. Book reviews online: PublishedBestsellers website.


Enterprise Games

Enterprise Games

Author: Michael Hugos

Publisher: "O'Reilly Media, Inc."

Published: 2012-09-17

Total Pages: 215

ISBN-13: 1449328881

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Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications


Games and Gaming in Medieval Literature

Games and Gaming in Medieval Literature

Author: Serina Patterson

Publisher: Springer

Published: 2015-07-29

Total Pages: 252

ISBN-13: 1137497521

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The first-of-its-kind, Games and Gaming in Medieval Literature explores the depth and breadth of games in medieval literature and culture. Chapters span from the twelfth to the sixteenth centuries, and cover England, France, Denmark, Poland, and Spain, re-examining medieval games in diverse social settings such as the church, court, and household.


Ways with Words

Ways with Words

Author: Shirley Brice Heath

Publisher: Cambridge University Press

Published: 1983-07-07

Total Pages: 458

ISBN-13: 1107263557

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Ways with Words, first published in 1983, is a classic study of children learning to use language at home and at school in two communities only a few miles apart in the south-eastern United States. 'Roadville' is a white working-class community of families steeped for generations in the life of textile mills; 'Trackton' is an African-American working-class community whose older generations grew up farming the land, but whose existent members work in the mills. In tracing the children's language development the author shows the deep cultural differences between the two communities, whose ways with words differ as strikingly from each other as either does from the pattern of the townspeople, the 'mainstream' blacks and whites who hold power in the schools and workplaces of the region. Employing the combined skills of ethnographer, social historian, and teacher, the author raises fundamental questions about the nature of language development, the effects of literacy on oral language habits, and the sources of communication problems in schools and workplaces.


Gaming the System

Gaming the System

Author: Alexander H Cohen

Publisher: Routledge

Published: 2019-07-18

Total Pages: 116

ISBN-13: 1351204491

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Gaming the System takes an active approach to learning about American government, using novel, exciting, and highly instructive games to help students learn politics by living it. These timeless games are the perfect complement to a core textbook in American government—covering key topics like the Constitution, the Supreme Court, Congress, political participation, campaigns and elections, the federal bureaucracy, the social contract, social movements, and public opinion—and can be applied to specific courses at other levels, as well. For Instructors: These nine games are designed to be easily inserted into courses, with all but one fitting into one class session and all flexible enough to adapt or scale as needed. Games are designed so that students will be ready to play after minimal preparation and with little prior knowledge; instructors do not need to design or prepare any additional materials. An extensive instructor-only online resource provides everything needed to accompany each game: summary and discussion of the pedagogical foundations on active learning and games; instructions and advice for managing the game and staging under various logistical circumstances; student handouts and scoresheets, and more. For Students: These games immerse participants in crucial narratives, build content knowledge, and improve critical thinking skills—at the same time providing an entertaining way to learn key lessons about American government. Each chapter contains complete instructions, materials, and discussion questions in a concise and ready-to-use form, in addition to time-saving tools like scorecards and 'cheat sheets.' The games contribute to course understanding, lifelong learning, and meaningful citizenship.


Game Design

Game Design

Author: Richard Rouse III

Publisher: Jones & Bartlett Publishers

Published: 2004-08-30

Total Pages: 953

ISBN-13: 0763798118

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“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.


Games of History

Games of History

Author: Apostolos Spanos

Publisher: Routledge

Published: 2021-06-13

Total Pages: 200

ISBN-13: 1000397394

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Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.


Games At Work

Games At Work

Author: Mauricio Goldstein

Publisher: John Wiley & Sons

Published: 2009-04-20

Total Pages: 254

ISBN-13: 0470262001

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AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.


Real Games

Real Games

Author: Mia Consalvo

Publisher: MIT Press

Published: 2019-10-01

Total Pages: 219

ISBN-13: 0262353636

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How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."