42 pages , PRUFROCK PRESS INC. , 1996-01-01 The title of this book is an acronym that serves to describe the mental activity the games of the book are intended to bring about. Each of the seven letters in "scamper" is the initial letter for the word phrases making up the checklist used to create the Scamper games. Sections of the book include: (1) "Scampering with the Ex...[Read More]
368 pages , Univ of California Press , 2015-02-12 The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religi...[Read More]
157 pages , Nova Publishers , 2002 Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
256 pages , CRC Press , 2000-12-11 ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophi...[Read More]
464 pages , W. W. Norton & Company , 2016-07-26 “A people’s history of the Olympics.”—New York Times Book Review A Boston Globe Best Book of the Year A Kirkus Reviews Best Nonfiction Book of the Year The Games is best-selling sportswriter David Goldblatt’s sweeping, definitive history of the modern Olympics. Goldblatt brilliantly traces their history from the r...[Read More]
416 pages , Penguin , 2011-01-20 A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, s...[Read More]
272 pages , Penguin , 2019-10-15 From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games,...[Read More]
332 pages , Routledge , 2013-04-26 This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video ...[Read More]
331 pages , Boydell Press , 2002 These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it.
256 pages , Simon and Schuster , 2011-10-11 “There are at least two kinds of games,” states James Carse as he begins this extraordinary book. “One could be called finite; the other infinite.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is ...[Read More]