Game Play

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Games People Play

Author : Eric Berne
Publisher : Unknown
Page : 0 pages
File Size : 41,7 Mb
Release : 2016
Category : Family & Relationships
ISBN : 0241257476

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Games People Play by Eric Berne Pdf

'If you're going to read one psychology book in your lifetime... it should be his one' - Neil Hunter, Amazon review Fed up of feeling controlled at work? Feel trapped in a toxic relationship but don't know how to escape? Always feel like you lose the argument even if you know deep down you're right? Widely recognised as the most original and influential psychology book of our time, Games People Play has helped millions of people better understand human basic social interactions and relationships. We play games all the time; relationship games; power games with our bosses and competitive games with our friends. In this book, Berne reveals the secret ploys and manoeuvres that rule our lives and how to combat them. Giving you the keys to unlock the psychology of others and yourself, this classic, entertaining and life-changing book will open up the door to honest communication and teach you how to get the most out of life.

The Dark Side of Game Play

Author : Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown
Publisher : Routledge
Page : 280 pages
File Size : 47,6 Mb
Release : 2015-06-05
Category : Social Science
ISBN : 9781317574460

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The Dark Side of Game Play by Torill Elvira Mortensen,Jonas Linderoth,Ashley ML Brown Pdf

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Rules of Play

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 680 pages
File Size : 52,5 Mb
Release : 2003-09-25
Category : Computers
ISBN : 0262240459

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Rules of Play by Katie Salen Tekinbas,Eric Zimmerman Pdf

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Game Play

Author : Jessica Stone,Charles E. Schaefer
Publisher : John Wiley & Sons
Page : 300 pages
File Size : 51,8 Mb
Release : 2019-10-22
Category : Psychology
ISBN : 9781119553755

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Game Play by Jessica Stone,Charles E. Schaefer Pdf

The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.

Practical End-Game Play

Author : Fred Reinfeld
Publisher : Read Books Ltd
Page : 184 pages
File Size : 45,7 Mb
Release : 2013-04-16
Category : Games & Activities
ISBN : 9781447483649

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Practical End-Game Play by Fred Reinfeld Pdf

To become more then an average chess player a person must master the art of the end-game. This tactical necessity is explained here in step by step sections to slowly expand your game and teaches you to spot favourable endings and how to defend and turn possible defeat to a hard won victory. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.

Ethics and Game Design: Teaching Values through Play

Author : Schrier, Karen,Gibson, David
Publisher : IGI Global
Page : 396 pages
File Size : 49,9 Mb
Release : 2010-02-28
Category : Education
ISBN : 9781615208463

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Ethics and Game Design: Teaching Values through Play by Schrier, Karen,Gibson, David Pdf

"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Cat Kid Comic Club

Author : Dav Pilkey
Publisher : Graphix
Page : 176 pages
File Size : 47,6 Mb
Release : 2020-12
Category : Cartoonists
ISBN : 1536467456

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Cat Kid Comic Club by Dav Pilkey Pdf

Welcome to the Cat Kid Comic Club, where Li'l Petey (LP), Flippy, and Molly introduce twenty-one rambunctious, funny, and talented baby frogs to the art of comic making. As the story unwinds with mishaps and hilarity, readers get to see the progress,

No Game for Boys to Play

Author : Kathleen Bachynski
Publisher : Studies in Social Medicine
Page : 296 pages
File Size : 46,9 Mb
Release : 2019
Category : Health & Fitness
ISBN : 1469653702

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No Game for Boys to Play by Kathleen Bachynski Pdf

"In 2016, the NFL admitted a link between degenerative brain disease and injuries resulting from tackle football. This admission sparked a new safety debate in professional football. However, the concerns about players' health do not start at the professional level, but at the beginning and intermediate levels of play. In this book, Kathleen Bachynksi tells the story of youth tackle football and the debates over player safety in the United States. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised the creation of the honorable male citizen. However, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety. By connecting the study of sport, health, childhood, and masculinity, Bachynski shows the social and physical vulnerability of young football players and how commonly held ideas of masculinity shape sport"--

Gameplay and Design

Author : Kevin Oxland
Publisher : Addison Wesley Longman
Page : 372 pages
File Size : 41,7 Mb
Release : 2004
Category : Computer games
ISBN : UOM:39015059589203

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Gameplay and Design by Kevin Oxland Pdf

Covering the process of video game design, this title builds up a set of techniques used by designers within the industry. It explains how and why things are done the way they are, and features first-hand experiences, examples and case studies from the creators of successful games such as Peter Molyneux's 'Black and White'.

A Multimodal Approach to Video Games and the Player Experience

Author : Weimin Toh
Publisher : Routledge
Page : 241 pages
File Size : 50,7 Mb
Release : 2018-10-10
Category : Language Arts & Disciplines
ISBN : 9781351184755

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A Multimodal Approach to Video Games and the Player Experience by Weimin Toh Pdf

This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Values at Play in Digital Games

Author : Mary Flanagan,Helen Nissenbaum
Publisher : MIT Press
Page : 222 pages
File Size : 49,6 Mb
Release : 2016-09-02
Category : Computers
ISBN : 9780262529976

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Values at Play in Digital Games by Mary Flanagan,Helen Nissenbaum Pdf

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Transgression in Games and Play

Author : Kristine Jorgensen,Faltin Karlsen
Publisher : MIT Press
Page : 328 pages
File Size : 49,9 Mb
Release : 2019-02-05
Category : Games & Activities
ISBN : 9780262038652

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Transgression in Games and Play by Kristine Jorgensen,Faltin Karlsen Pdf

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

Alternate Reality Games and the Cusp of Digital Gameplay

Author : Antero Garcia,Greg Niemeyer
Publisher : Bloomsbury Publishing USA
Page : 352 pages
File Size : 43,8 Mb
Release : 2017-04-20
Category : Games & Activities
ISBN : 9781501316258

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Alternate Reality Games and the Cusp of Digital Gameplay by Antero Garcia,Greg Niemeyer Pdf

Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

Play Between Worlds

Author : T. L. Taylor
Publisher : MIT Press
Page : 206 pages
File Size : 43,5 Mb
Release : 2009-02-13
Category : Computers
ISBN : 9780262250542

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Play Between Worlds by T. L. Taylor Pdf

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Fair Play

Author : Eve Rodsky
Publisher : Penguin
Page : 354 pages
File Size : 45,6 Mb
Release : 2019-10-01
Category : Social Science
ISBN : 9780525541950

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Fair Play by Eve Rodsky Pdf

A REESE'S BOOK CLUB PICK "A hands-on, real talk guide for navigating the hot-button issues that so many families struggle with."--Reese Witherspoon Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the "shefault" parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family -- and then sent that list to her husband, asking for things to change. His response was... underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up chores and responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With four easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore from laundry to homework to dinner. "Winning" this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space -- as in, the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.