Climbing Games

Climbing Games

Author: Paul Smith

Publisher: Pesda Press

Published: 2009

Total Pages: 129

ISBN-13: 1906095167

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If you are new to climbing, you will find games which introduce some essential skills (such as 'crimping' a hold - Chapter 10). If you are an old hand, you will find some great games to help add variety to your weekly club sessions (have you tried 'The Octopus'? - Chapter 6). Playing some of these games can become addictive as your friends and rivals find new ways to play. The overview of skills used in each game will help you turn play into progress. Each chapter deals with a fundamental climbing technique. Some chapters focus on a particular aspect of a climbing session, e.g. the use of foot or handholds, traversing or roped climbing. You can pick and choose activities from each chapter to suit your session and goals. Each chapter begins with a brief introduction, followed by a list of all the activities within that section along with their learning goals. The games are listed in a random order. Many of the games develop more than one aspect of climbing. To help you make the most of them, icons appear beside each title to give you information about the possible ways they can be used at a glance.


Games

Games

Author: C. Thi Nguyen

Publisher: Oxford University Press, USA

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

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"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--


Climbing - Philosophy for Everyone

Climbing - Philosophy for Everyone

Author: Stephen E. Schmid

Publisher: John Wiley & Sons

Published: 2011-01-13

Total Pages: 256

ISBN-13: 1444341464

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Climbing - Philosophy for Everyone presents a collection of intellectually stimulating new essays that address the philosophical issues relating to risk, ethics, and other aspects of climbing that are of interest to everyone from novice climbers to seasoned mountaineers. Represents the first collection of essays to exclusively address the many philosophical aspects of climbing Includes essays that challenge commonly accepted views of climbing and climbing ethics Written accessibly, this book will appeal to everyone from novice climbers to seasoned mountaineers Includes a foreword written by Hans Florine Shortlisted for the Boardman Tasker Prize for Mountain Literature, 2010


One Man's Mountains

One Man's Mountains

Author: Tom Patey

Publisher: The Mountaineers Books

Published: 1997

Total Pages: 306

ISBN-13: 9780898865424

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The first American edition of a mountaineering classic: stories, satire, and verse by the legendary Scottish climber.


The Complete Climber's Handbook

The Complete Climber's Handbook

Author: Jerry Cinnamon

Publisher: McGraw Hill Professional

Published: 2000-05-02

Total Pages: 324

ISBN-13: 9780071357555

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"Essential insights from a master of the sport."­­Outside Magazine This outdoor classic, praised by major climbing magazines, is one of the leading guides to a sport that at least 7 million Americans enjoyed last year. The Complete Climber's Handbook is now fully revised to ride the crest of climbing's surging wave of popularity.


101 Climbing Games and Activities

101 Climbing Games and Activities

Author: Hailey Caissie

Publisher:

Published: 2024-01-16

Total Pages: 0

ISBN-13:

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Introducing a one-of-a-kind tool for coaches, parents, and teachers. This invaluable resource is specifically designed to support and enhance the progress of rock climbers. Packed with a diverse range of games, it fosters communication, confidence, and vocabulary development, all while promoting a growth mindset and friendly competition. The book is organized into carefully crafted chapters that take climbers on a progressive journey. Starting with techniques and balance, moving on to strength and focus, and culminating in strategy, power, and endurance, each chapter focuses on different aspects of climbing development. Whether you're a beginner or an advanced climber, these games will challenge and inspire you to reach new heights. What sets this book apart is its attention to detail. Each game is accompanied by clear indications of the recommended ability level, suitable venue, and estimated playtime. This ensures that you can easily select the perfect game for your needs and time constraints, creating a seamless and engaging experience. Equip yourself, and empower your climbers to excel. Whether you're a coach seeking to boost performance, a parent encouraging growth, or a teacher aiming to enrich the learning environment, this resource will be your trusted companion. Embark on a journey of skill-building, camaraderie, and achievement - get your hands on "101 Climbing Games and Activities" today and watch your climbers thrive.


Touching the Void

Touching the Void

Author: Joe Simpson

Publisher: Direct Authors

Published: 2012-12-12

Total Pages: 346

ISBN-13: 0957519303

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The 25th Anniversary ebook, now with more than 50 images. 'Touching the Void' is the tale of two mountaineer’s harrowing ordeal in the Peruvian Andes. In the summer of 1985, two young, headstrong mountaineers set off to conquer an unclimbed route. They had triumphantly reached the summit, when a horrific accident mid-descent forced one friend to leave another for dead. Ambition, morality, fear and camaraderie are explored in this electronic edition of the mountaineering classic, with never before seen colour photographs taken during the trip itself.