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Games --- Design. --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation
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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.
Puzzles. --- Games. --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Games --- Riddles --- Recreation
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Games. --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation
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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.
Games in the theater --- Theater --- History. --- History --- Games --- Social aspects --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation
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"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"--
Games --- Mobile games. --- Computer games --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation --- Video games
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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.
Games --- Sports --- Field sports --- Pastimes --- Recreations --- Recreation --- Athletics --- Outdoor life --- Physical education and training --- Children --- Children's games --- Games, Primitive --- Games for children --- Primitive games --- Entertaining --- Amusements --- Play --- History --- Social aspects --- Norse. --- Scandinavia. --- games. --- sports. --- the British Isles.
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Sports. --- Games --- Gymnastics --- Jeux --- Gymnastique --- Study and teaching --- Etude et enseignement --- Spelen: sec.onderwijs --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation
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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
Gladiators. --- Games --- Sports and state --- Sports --- Sports policy --- State and sports --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Athletes --- Social aspects --- Government policy --- Recreation
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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.
Anger in children. --- Games. --- Games in mental health education. --- Educational games --- Mental health education --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Child psychology --- Recreation --- Agressiviteit --- Kind
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Games --- Globalization --- Global cities --- Globalisation --- Internationalization --- International relations --- Anti-globalization movement --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation
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