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House of Games

House of Games

An immensely valuable resource book for drama leaders, House of Games is a how-to book for building up drama troupes and keeping them creative. House of Games is sure to take its place alongside the most established drama method texts.

Lewis Carroll's Games and Puzzles

Lewis Carroll's Games and Puzzles

Forty-two perplexing puzzles by creator of Alice in Wonderland: Cakes in a Row, Looking-Glass Time, Arithmetical Croquet, Diverse Doublets, and others. Hints, solutions. Illustrations by John Tenniel.

Sports and Games of the Renaissance

Sports and Games of the Renaissance

Presents a history of sports and games in Europe, Asia, the Americas, Africa, and Oceania and the effect that the intellectual and technological innovations of the period (between the mid-15th and mid-17th centuries) had on such recreations.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

A Course in Game Theory

A Course in Game Theory

Presents the main ideas of game theory at a level suitable for graduate students and advanced undergraduates, emphasizing the theory's foundations and interpretations of its basic concepts.

Differential Games in Economics and Management Science

Differential Games in Economics and Management Science

Graduate textbook presenting the theory and applications of differential games, assuming no prior knowledge of game theory.

Games of Empire

Games of Empire

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Teaching Games for Understanding

Teaching Games for Understanding

Through Teaching Games for Understanding: Theory, Research, and Practice, you can - gain a comprehensive perspective of the teaching games for understanding (TGfU) model, seeing it in context of its influences and evolution; - tap into the latest research and findings in the model, learning from worldwide experts in each of the topics covered; - consider how students learn best, what should be taught, and why it should be taught using the TGfU model; and - learn how to apply the TGfU approach at all educational levels. Teaching games for understanding (TGfU) is a dynamic approach to sport education that has gained worldwide popularity over the past 25 years. Now, through Teaching Games for Understanding: Theory, Research, and Practice, readers can discover the latest refinements and up-to-date research from the world's highest-regarded experts on the topic. This book presents a comprehensive look at the TGfU model and provides multiple perspectives from 17 contributors in 6 countries. As such, it is a valuable resource for preservice and in-service teachers, teacher educators, and coaches around the world. It details the history, theory, research, and practice of the approach (also known as the tactical games model and the games sense model) and enables readers to better understand and apply TGfU. Teaching Games for Understandingincludes the following features: - Opening scenarios or quotes to make the material relevant and draw the reader in - Discussion questions for each chapter to facilitate understanding and provide teachers with a ready-made starting point for review of the material - Chapter-ending summaries that present an overview of the material to help students test their understanding and recall the contents Never before has a book presented such an all-encompassing analysis of the TGfU model. Every angle is covered. The book explores why and how to involve students in the construction of games, how to use the model in curriculums at the elementary and secondary levels and in teacher education programs, and how assessment factors in. It examines how to integrate the model with sport education, covers the social interactions and decision-making processes involved in the model, and details the implications of model-based instruction for research on teaching. It also presents real-life stories of teachers successfully implementing this approach. Finally, it takes a look at the future direction for TGfU, considering its continuing evolution. Highly readable and widely applicable, Teaching Games for Understanding: Theory, Research, and Practiceis a vital text in the field of sport education, affording readers a solid foundation for understanding and using TGfU.

Sports, Games, and Play

Sports, Games, and Play

This updated study of sports and recreation utilizes the most current research, introducing the latest innovations and analyses in new chapters while revising and expanding chapters from the previous edition. Presenting diverse methodological and conceptual approaches, this anthology reflects the current view of sports as a "natural laboratory" for ecologically valid research. This collection contains literature reviews, innovative theories and methods, and essays on various psychological and social aspects of sports, games, and organized play.

The Olympics, a History of the Modern Games

The Olympics, a History of the Modern Games

Traces the history of the modern Olympics from 1896 to 2000, contrasting the ideal of the game with the often politicized reality.

The Ultimate History of Video Games

The Ultimate History of Video Games

Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition.

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