Children use these imagination games that bring the worlds of facts and fantasy into harmony. With a parent or teacher as guide, children explore situations at school, home, and other settings. A reader writes: "This book is so much fun for children of all ages. I played the games in this book as a child, about fifteen years ago or more. It still sticks out in my mind as a great way to get your creativity and imagination working. I love this book and highly recommend it as a way to spend time with your children on a rainy day. Learn to make your imagination grow."
A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.
An entertaining activity guide offers suggestions that spark childhood creativity through improvisation and imagination, from games that invite young enthusiasts to pretend to be a refrigerator or write a blues song.
This volume presents new philosophical essays on a topic that's been neglected in most recent philosophy: games, sports, and play. Some contributions address conceptual questions about what games and sports have in common and that distinguishes them from other activities; here many take their start from Bernard Suits's celebrated analysis of game-playing in his book The Grasshopper and either elaborate it or propose an alternative to it. Other essays discuss normative issues that arise within games and sports, such as about fairness, for example in the treatment of male and female athletes. Yet others consider broader evaluative questions about the value of games and sports, which some see as enabling the display of distinctive excellences. Games, Sports, and Play includes a posthumous essay by Suits defending his claim, in The Grasshopper, that life in utopia would consist primarily in playing games. The volume's chapters approach the topic of games, sports, and play from different angles but always in the belief that there is rich terrain here for philosophical investigation.
Television, video games, and computers are easily accessible to twenty-first-century children, but what impact do they have on creativity and imagination? In this book, two wise and long-admired observers of children's make-believe look at the cognitive and moral potential--and concern--created by electronic media.
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.
Gives parents and carers detailed up-to-date information about autistic disorders by providing practical suggestions and strategies, incorporating the latest teaching methods, to assist in the understanding and management of people with autism at home, in educational programs and in the community. It discusses the unique learning styles, sensory sensitivities, different motivations and relative strengths in visual processing and rote memory skills of children and adults with autism.
How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are “just games”? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy? In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.
Combining perspectives from both continental and analytic philosophy, this timely volume explores how imagination today both shapes and is shaped by technology, art and ethics. Imagination is one of the most significant and broadly examined concepts in contemporary philosophy and is frequently understood as a basic human faculty that enables complex activities. This book shows, however, that imagination is more than a mere enabler. Whilst imagination shapes our experiences, it is at the same time shaped by our environments. Some of the most creative manifestations of imagination are the result of its two-way interaction with art or technology, or both. In short, imagination co-shapes us. Beyond the traditional perspectives of Kant and Heidegger, The Philosophy of Imagination: Technology, Art and Ethics examines our dynamic relationship with imagination, from contemporary technological advancements such as AI that transform the whole ecosystem to imagination in the context of videogames and literary fiction. Analysing societal imagination, it addresses the relationship between the racial imaginary and white ignorance, as well as the effects that societal mechanisms such as lockdowns can have on our imagination. Taking its cue from the here and now, this volume brings together leading international scholars to investigate how the concept of co-shaping allows us to see imagination and its crucial role in society in new and productive ways.
"The book covers extraordinary ground in literature, the arts, philosophy, and even the social sciences. The concern about the issue of self and the representations of self brings far-reaching ideas together in the most surprising and mutually illuminating ways. Poststructuralist and postmodernist critiques of self-identity have made the topic controversial and broadly relevant to all the fields represented. Extreme statements abound on both sides of the argument, and this book succeeds in marshaling subtle and nuanced thought on the topic. Each essay is neatly self-contained, remarkably relevant to other essays in the collection, and a model of illuminating argument, careful scholarship, and attractive writing." -- Book cover.