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101 More Dance Games for Children

101 More Dance Games for Children

Filled with dance games that the whole classroom or family can play and learn from, this book collects noncompetitive activities that reward children for their involvement, encourage them to use their imagination, and show them how to express their feelings without using words. Illustrations.

The Paralympic Games

The Paralympic Games

Offers insights into the Paralympic Movement. This book covers aspects of the organization, development and life worlds of Paralympians, team management and coaches.

24 Games You Can Play on a Checker Board

24 Games You Can Play on a Checker Board

24 fantastic games to play on a checkerboard!

The Roman Games

The Roman Games

This sourcebook presents a wealth of material relating to every aspect of Roman spectacles, especially gladiatorial combat and chariot racing. Draws on the words of eye-witnesses and participants, as well as depictions of the games in mosaics and other works of art. Offers snapshots of “a day at the games” and “the life of a gladiator”. Includes numerous illustrations. Covers chariot-races, water pageants, naval battles and wild animal fights, as well as gladiatorial combat. Combines political, social, religious and archaeological perspectives. Facilitates an in-depth understanding of this important feature of ancient life.

Synthetic Worlds

Synthetic Worlds

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Theatre Games

Theatre Games

A practical guide to using theatre games for actor training which includes a DVD with original footage of the author putting the techniques into action.

Dishonored Games

Dishonored Games

Argues that the International Olympic Committee is controlled by multinational corporations which have corrupted the Olympic movement

What Video Games Have to Teach Us about Learning and Literacy

What Video Games Have to Teach Us about Learning and Literacy

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

String Games

String Games

Provides directions, illustrated with photographs, for making many different string figures--from the fairly simple Jacob's Ladder to more complex Mt. Fuji--along with information about their history and meaning. Reprint.

Mathematical Fun, Games and Puzzles

Mathematical Fun, Games and Puzzles

Brush up on your math skills with fun games and puzzles.

Games for Language Learning

Games for Language Learning

A fully updated and revised edition of this classic book which contains enjoyable games to practise language at any stage of the learning process.

Nested Games

Nested Games

Clearly written and easily understood by the nonspecialist, Nested Games provides a systematic, empirically accurate, and theoretically coherent account of apparently irrational political actions.