The Well-Played Game

The Well-Played Game

Author: Bernard De Koven

Publisher: MIT Press

Published: 2013-08-23

Total Pages: 173

ISBN-13: 0262019175

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The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.


Well Played 1.0

Well Played 1.0

Author: Drew Davidson

Publisher: Lulu.com

Published: 2009-01-01

Total Pages: 444

ISBN-13: 0557069750

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Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis


Well Played

Well Played

Author: Linda Schulman Dacey

Publisher: Stenhouse Publishers

Published: 2015-11-23

Total Pages: 223

ISBN-13: 162531034X

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Students love math games and puzzles, but how much are they really learning from the experience? Too often, math games are thought of as just a fun activity or enrichment opportunity. Well Played shows you how to make games and puzzles an integral learning component that provides teachers with unique access to student thinking. The twenty-five games and puzzles in Well Played, which have all been field-tested in diverse classrooms, contain: - explanations of the mathematical importance of each game or puzzle and how it supports student learning; - variations for each game or puzzle to address a range of learning levels and styles; - clear step-by-step directions; and - classroom vignettes that model how best to introduce the featured game or puzzle. The book also includes a separate chapter with suggestions for how to effectively manage games and puzzles in diverse classrooms; reproducibles that provide directions, game boards, game cards, and puzzles; assessment ideas; and suggestions for online games, puzzles, and apps. Well Played will help you tap the power of games and puzzles to engage students in sustained and productive mathematical thinking.


Well Played 3.0

Well Played 3.0

Author: Et Al

Publisher: Lulu.com

Published: 2011

Total Pages: 348

ISBN-13: 1257858459

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Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.


A Life Well Played

A Life Well Played

Author: Arnold Palmer

Publisher: Macmillan

Published: 2016-10-11

Total Pages: 273

ISBN-13: 1250085942

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While other golfers have won more tournaments than Arnold Palmer has, no one has won more fans around the world and no player has had a bigger impact on the sport. In fact, Palmer is considered by many to be the most important golfer in history.As a follow-up to his 1999 autobiography, Palmer takes stock of the many experiences of his life, bringing new details and insights to some familiar stories and sharing new ones. Palmer has had tremendous success but is most notable for going about it the right way. Gracious, fair, and a true gentleman, Arnold Palmer is the gold standard of how to conduct yourself. He offers advice and guidance, sharing stories of his career on the course, success in business and the great relationships that give meaning to his life. This book is Palmer's gift to the world - a treasure trove of entertaining anecdotes and timeless wisdom that readers will celebrate and cherish.


A Playful Path

A Playful Path

Author: Bernard De Koven

Publisher: Lulu.com

Published: 2013-12-18

Total Pages: 305

ISBN-13: 1304351823

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A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.


Good Game

Good Game

Author: Shirl J. Hoffman

Publisher:

Published: 2010

Total Pages: 368

ISBN-13:

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Good Game retells numerous fascinating stories from the world of ancient and contemporary sports and draws on the history of the Christian tradition to answer "What would it really mean to think Christianly about sport?" --from publisher description.


Well Played

Well Played

Author: Jen DeLuca

Publisher: Penguin

Published: 2020-09-22

Total Pages: 338

ISBN-13: 198480541X

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A laugh-out-loud romantic comedy featuring kilted musicians, Renaissance Faire tavern wenches, and an unlikely love story. LibraryReads Pick Stacey is jolted when her friends Simon and Emily get engaged. She knew she was putting her life on hold when she stayed in Willow Creek to care for her sick mother, but it's been years now, and even though Stacey loves spending her summers pouring drinks and flirting with patrons at the local Renaissance Faire, she wants more out of life. Stacey vows to have her life figured out by the time her friends get hitched at Faire next summer. Maybe she'll even find The One. When Stacey imagined "The One," it never occurred to her that her summertime Faire fling, Dex MacLean, might fit the bill. While Dex is easy on the eyes onstage with his band The Dueling Kilts, Stacey has never felt an emotional connection with him. So when she receives a tender email from the typically monosyllabic hunk, she's not sure what to make of it. Faire returns to Willow Creek, and Stacey comes face-to-face with the man with whom she’s exchanged hundreds of online messages over the past nine months. To Stacey's shock, it isn't Dex—she's been falling in love with a man she barely knows.


Well Played

Well Played

Author: Meredith Sinclair

Publisher: HarperCollins

Published: 2016-06-07

Total Pages: 221

ISBN-13: 0062391372

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From Today Show contributor, Meredith Sinclair, comes this ultimate resource for awakening your playful spirit, jumpstarting your relationships, and upping your happiness quotient. In our age of digital addiction, many of us have lost our ability to be spontaneous. More parents are complaining that they no longer even remember how to play…with their children, their spouse, and even with their own friends. Don’t fret! In Well Played, expert Meredith Sinclair helps families relearn what used to come naturally and shows how to find happiness through play. For children, playing comes naturally…or at least it used to. But today that kind of easy-going fun is harder to come by, for both kids and their parents. With hectic lifestyles and constant technology overload, families have simply forgotten how to play. The solution? Relearn how to integrate fun and creative play into our day-to-day lives. Well Played will show you how to simplify your overscheduled lives with plenty of original and entertaining ideas, including: Why a disco ball is an essential kitchen appliance Lip Sync Battle, family edition Parent-child slumber parties…don’t forget the popcorn! Party like it’s 1949 with old-school table games 12 dates that are way better than dinner and a movie Stop helicopter parenting yourself—find things that thrill and slightly alarm you all at the same time! Grown-up field trips to slap on your schedule Packed with fun and engaging line drawings, entertaining DIY projects, and hundreds of lists and tips on capturing the game-changing joy of goofing off, Well Played is an indispensable guide for families to incorporate quality fun and playtime into our daily lives.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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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.