Showing "Games & Puzzles" Total

Theater Games for the Classroom

Theater Games for the Classroom

Describes the rules and purpose of rhythmic movement games, space walks, transformation, sensory, and mirror games, and suggests storytelling activities

Interactive Storytelling for Video Games

Interactive Storytelling for Video Games

Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.

Space Time Play

Space Time Play

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

More Grammar Games

More Grammar Games

Cognitive, affective and drama activities for EFL students This resource book for teachers contains an exciting collection of activities which present and practise vital grammatical content in an original way. Each game is clearly introduced with a summary specifying the area of grammar to be practised, the level it is aimed at, the time required and the material needed. The activity is then presented using a step-by-step approach.

Board and Table Games from Many Civilizations

Board and Table Games from Many Civilizations

Perhaps the most authoritative work on the subject, this encyclopedic volume is a basic reference to board and table games from around the world. It provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings.

The Olympic Games Explained

The Olympic Games Explained

The Olympic Games Explained is an introductory guide to the history and meaning of the four-yearly phenomenon that is the modern Olympic Games. The book provides a comprehensive overview of 'Olympism' from its Ancient Greek origins through the beginnings of the International Olympic Committee to the global Olympic Movement in the twenty-first century. Each chapter offers a range of study tasks and review questions to help students develop their understanding of key concepts in Olympic studies.

Games, Gods, and Gambling

Games, Gods, and Gambling

Episodes from the lives of Galileo, Fermat, Pascal, and others illustrate this fascinating account of the roots of mathematics. Features thought-provoking references to classics, archaeology, biography, poetry. 1962 edition.

Encyclopedia of Video Games: A-L

Encyclopedia of Video Games: A-L

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries

Contributions to the Theory of Games

Contributions to the Theory of Games

These two new collections, numbers 28 and 29 respectively in the Annals of Mathematics Studies, continue the high standard set by the earlier Annals Studies 20 and 24 by bringing together important contributions to the theories of games and of nonlinear differential equations.

Glued to Games

Glued to Games

With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Artificial Intelligence for Games

Artificial Intelligence for Games

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

Games for Children

Games for Children

This book shows how to use games in the classroom to strengthen language learning.