Narrow your search
Listing 1 - 10 of 38 << page
of 4
>>
Sort by
Puzzles for pleasure
Author:
ISBN: 0521466342 9781316178027 1316178021 9780521466349 051189290X 1316174948 1316170616 1316176150 1316173844 1316172449 0511569718 9780511569715 Year: 1994 Publisher: Cambridge [England] New York, NY, USA

Loading...
Export citation

Choose an application

Bookmark

Abstract

Are you one of the millions of people throughout the world that are fascinated by puzzles, conundrums and brain teasers? If so then you will want this collection of amusing twisters from Barry Clarke. Based on his extensive experience of writing for the Daily Telegraph, Sunday Times and New Scientist, Clarke has gathered together a variety of posers, together with hints and full solutions. Several examples of a brand new type of puzzle, The Word Bandit, are included as well. The whole gamut of others from logical and liar problems through to digital deletions are included. The puzzles themselves require no special mathematical knowledge, though for those in the 'Advanced' section even seasoned solvers will need to work pretty hard to find the answer. There is something for everyone here; puzzles for children, for the family, for members of Mensa, but above all Puzzles for Pleasure.


Book
Dětské hry, games
Authors: --- --- ---
ISBN: 802462351X 9788024623511 9788024617589 Year: 2010 Publisher: Prague [Czech Republic]

Loading...
Export citation

Choose an application

Bookmark

Abstract

Autoři z Pražské skupiny školní etnografie se věnují pojmu hry, dětské hry, poté dětským skupinovým hrám na sbírce 1600 záznamů od 1. do 9. třídy. Dvacet let poté, co Miloš Zapletal publikoval monumentální Velkou encyklopedii her pro děti, mládež a jejich pedagogy, se zde prezentuje bez didaktického záměru sbírka tzv. her tradičních, folklorních, které školní děti reálně hrály v letech 1995-2000. Tyto „games“ jsou tříděny jednak na 1. honičky, 2. chytačky, 3. schovky, 4. lovy, 5. závody, 6. souboje, 7. výdrže, 7*. školky, 8. bravuru, 8*. lekačky, 9. hádanky, 10. horory, 11. nápodoby, 12. trefování a 13. gender, jednak představeny jako 1. dotknout se, 2. v dotyku na tělo, 3. vrh objektu - s dotykem na tělo, 4. vrh objektem - na dráze, 5. běh - s dotykem na tělo, 6. běh - na dráze, 7. kompozice pohybu - žonglování a rytmika, 8. kompozice objektu, 9. hádání, 10. fiktivní identity a příběhy. Na závěr se probírá možnost v budoucnu kombinovat v klasifikaci her poetiku pudů (orálního, análního, zíracího aj.) s problematikou vztahů (oidipských či od nich odvozených, jako soutěž, „šikana“, různé „demokratické“ distribuce). Kniha obsahuje CD s rejstříky pro vyhledávání her ve full-textu sbírky, přístupném na internetu.


Book
Gaming the Stage: Playable Media and the Rise of English Commercial Theater
Authors: ---
ISBN: 0472901087 0472123912 0472073818 0472053817 9780472901081 9780472123919 9780472073818 Year: 2018 Publisher: University of Michigan Press

Loading...
Export citation

Choose an application

Bookmark

Abstract

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.


Book
Social, casual and mobile games
Authors: ---
ISBN: 1501310607 150132019X 1501310593 1501310577 9781501310577 9781501310584 1501310585 9781501310607 9781501310591 9781501320194 Year: 2016 Publisher: New York

Loading...
Export citation

Choose an application

Bookmark

Abstract

"Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world."-- "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--


Book
Sport und Spiel bei den Germanen
Author:
ISBN: 9783110334975 9783110338294 3110338297 1306462770 9781306462778 3110334976 Year: 2014 Publisher: Berlin Boston

Loading...
Export citation

Choose an application

Bookmark

Abstract

Auch der vormoderne Mittel- und Nordeuropäer ist als "homo ludens" vorzustellen. So begegnen uns verschiedenste Spiele sportliche Disziplinen im Germanischen und Keltischen in mannigfacher Funktion als literarisches Motiv in fiktionalen Texten und als mythologische Chiffre. Spielverbote sind für die Rechtsgeschichte einschlägig. Reichhaltiges archäologisches Material dokumentiert diesen kulturellen Bereich auch realhistorisch.Die im vorliegenden Band versammelten Aufsätze ergründen das Phänomen "Spiel und Sport" in seinen philologischen, archäologischen, kunsthistorischen sowie kultur- und sozialgeschichtlichen Bezügen. Der behandelte Zeitraum reicht von der Erwähnung des Würfelspiels bei Tacitus über die höfische Falknerei bis zur Spielkultur im schwedischen Bergmannsmilieu des 17. Jahrhunderts. Das Themenspektrum umfasst Würfel- und Brettspiele, die ritterlichen septem probitates, (Beiz-)Jagd, Ballspiele, Kampfkunst, Pferdekämpfe und Bootswettfahrten.


Book
Emperors and gladiators
Author:
ISBN: 1134990405 1280323914 0203332199 0203204697 9780203332191 1134990391 Year: 2002 Publisher: London New York Routledge

Loading...
Export citation

Choose an application

Bookmark

Abstract

Of all aspects of Roman culture, the gladiatorial contests for which the Romans built their amphitheatres are at once the most fascinating and the most difficult for us to come to terms with. They have been seen variously as sacrifices to the gods or, at funerals, to the souls of the deceased; as a mechanism for introducing young Romans to the horrors of fighting; and as a direct substitute for warfare after the imposition of peace.In this original and authoritative study, Thomas Wiedemann argues that gladiators were part of the mythical struggle of order and civilisation against the force

Anger management games for children
Author:
ISBN: 1281782114 9786611782115 1846427754 9781846427756 9781281782113 9781843106289 1843106280 6611782117 Year: 2010 Publisher: London Jessica Kingsley Publishers

Loading...
Export citation

Choose an application

Bookmark

Abstract

This practical handbook helps adults to understand, manage and reflect constructively on children's anger. Featuring a wealth of familiar and easy-to-learn game, it is designed to foster successful anger management strategies for children aged 5-12.


Book
The struggle of African Indigenous knowledge systems in an age of globalization
Author:
ISBN: 9956728152 9956728020 1283638118 9956728624 9789956728022 9956727113 9789956727117 9789956728152 9781283638111 9789956728626 Year: 2012 Publisher: Bamenda, Cameroon Langaa Research & Publishing

Loading...
Export citation

Choose an application

Bookmark

Abstract

This is a comprehensive study and erudite description of the struggle of African Indigenous Knowledge Systems in an Age of Globalization, using in particular eighty-four childrens traditional games in south-eastern Zimbabwe. The book is an informative and interesting anthropological account of rare African childrens games at the risk of disappearing under globalization. The virtue of the book does not only lie in its modest philosophical questioning of those knowledge forms that consider themselves as superior to others, but in its laudable, healthy appreciation of the creative art forms of traditional literature that features in genres such as endangered childrens traditional games. The book is a clarion call to Africans and the world beyond to come to the rescue of relegated and marginalized African creativity in the interest of future generations.


Book
Characteristics of games
Authors: --- ---
ISBN: 0262300443 0262301237 9780262301237 9780262017138 026201713X 9780262300445 Year: 2012 Publisher: Cambridge, MA

Loading...
Export citation

Choose an application

Bookmark

Abstract

Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits.


Book
Children's games in the new media age
Authors: ---
ISBN: 1315571595 1472401468 1409450244 9781315571591 9781317167556 1317167554 9781317167563 1317167562 9781317167549 1317167546 9781409450245 9781409450252 1409450252 Year: 2016 Publisher: London

Loading...
Export citation

Choose an application

Bookmark

Abstract

The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.

Listing 1 - 10 of 38 << page
of 4
>>
Sort by