Games of Empires

Games of Empires PDF Author: Karen Aydin
Publisher: LIT Verlag Münster
ISBN: 3643138806
Category :
Languages : de
Pages : 408

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Book Description
Brettspiele gehören zu den ältesten kulturellen Praktiken. Sie nehmen mit ihrer spezifischen Form unter den Spielen eine besondere Rolle ein. Zugleich gehört das "Anderssein" im Unterschied zum gewöhnlichen Leben auch zu ihren Grundmerkmalen. In Brettspielen werden Realitäten abgebildet, aber auch neu konstruiert. Sechzehn Beiträge untersuchen, wie sich imperiale Herrschaftsformen unterschiedlicher Epochen auf die Spielkulturen auswirken, wie weit Brettspiele die Mentalität einer Gesellschaft befestigen und welche Reflexionen die Literatur zu ihrer gesellschaftlichen Bedeutung bietet.

Games of Empires

Games of Empires PDF Author: Karen Aydin
Publisher: LIT Verlag Münster
ISBN: 3643138806
Category :
Languages : de
Pages : 408

Get Book

Book Description
Brettspiele gehören zu den ältesten kulturellen Praktiken. Sie nehmen mit ihrer spezifischen Form unter den Spielen eine besondere Rolle ein. Zugleich gehört das "Anderssein" im Unterschied zum gewöhnlichen Leben auch zu ihren Grundmerkmalen. In Brettspielen werden Realitäten abgebildet, aber auch neu konstruiert. Sechzehn Beiträge untersuchen, wie sich imperiale Herrschaftsformen unterschiedlicher Epochen auf die Spielkulturen auswirken, wie weit Brettspiele die Mentalität einer Gesellschaft befestigen und welche Reflexionen die Literatur zu ihrer gesellschaftlichen Bedeutung bietet.

Serious Games

Serious Games PDF Author: Carlos Vaz De Carvalho
Publisher: Frontiers Media SA
ISBN: 2889669440
Category : Science
Languages : en
Pages : 132

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Book Description


Video Games

Video Games PDF Author: Kevin Hile
Publisher: Greenhaven Publishing LLC
ISBN: 1420503065
Category : Young Adult Nonfiction
Languages : en
Pages : 106

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Book Description
The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

The Traditional Games of England, Scotland, and Ireland

The Traditional Games of England, Scotland, and Ireland PDF Author: Alice Bertha Gomme
Publisher:
ISBN:
Category : Children's songs
Languages : en
Pages : 1086

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Book Description


Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America PDF Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322

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Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Durable-Strategies Dynamic Games

Durable-Strategies Dynamic Games PDF Author: David W. K. Yeung
Publisher: Springer Nature
ISBN: 3030927423
Category : Mathematics
Languages : en
Pages : 311

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Book Description
Durable strategies that have prolonged effects are prevalent in real-world situations. Revenue-generating investments, toxic waste disposal, long-lived goods, regulatory measures, coalition agreements, diffusion of knowledge, advertisement and investments to accumulate physical capital are concrete and common examples of durable strategies. This book provides an augmentation of dynamic game theory and advances a new game paradigm with durable strategies in decision-making schemes. It covers theories, solution techniques, and the applications of a general class of dynamic games with multiple durable strategies. Non-cooperative equilibria and cooperative solutions are derived, along with advanced topics including random termination, asynchronous game horizons, and stochastic analysis. The techniques presented here will enable readers to solve numerous practical dynamic interactive problems with durable strategies. This book not only expands the scope of applied dynamic game theory, but also provides a solid foundation for further theoretical and technical advancements. As such, it will appeal to scholars and students of quantitative economics, game theory, operations research, and computational mathematics. "Not too many new concepts have been introduced in dynamic games since their inception. The introduction of the concept of durable strategies changes this trend and yields important contributions to environmental and business applications." Dušan M Stipanović, Professor, University of Illinois at Urbana-Champaign "Before this book, the field simply did not realize that most of our strategies are durable and entail profound effects in the future. Putting them into the mathematical framework of dynamic games is a great innovative effort." Vladimir Turetsky, Professor, Ort Braude College “Durable-strategies Dynamic Games is truly a world-leading addition to the field of dynamic games. It is a much needed publication to tackle increasingly crucial problems under the reality of durable strategies.” Vladimir Mazalov, Director of Mathematical Research, Russian Academy of Sciences & President of the International Society of Dynamic Games

Music In Video Games

Music In Video Games PDF Author: K.J. Donnelly
Publisher: Routledge
ISBN: 1134692048
Category : Music
Languages : en
Pages : 246

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Book Description
From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Games At Work

Games At Work PDF Author: Mauricio Goldstein
Publisher: John Wiley & Sons
ISBN: 0470262001
Category : Business & Economics
Languages : en
Pages : 254

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Book Description
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains—promotions, funding for a project, budget increases, status with the boss—people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games—those manipulative behaviors that distract employees from achieving their mission—are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and—ultimately—the bottom line.

Harmful Content on the Internet and in Video Games

Harmful Content on the Internet and in Video Games PDF Author: Great Britain. Parliament. House of Commons. Culture, Media, and Sport Committee
Publisher: The Stationery Office
ISBN: 9780215523389
Category : Internet
Languages : en
Pages : 84

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Book Description
The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.

You're It! Tag, Red Rover, and Other Folk Games

You're It! Tag, Red Rover, and Other Folk Games PDF Author: Thomas Arkham
Publisher: Simon and Schuster
ISBN: 1422292614
Category : Juvenile Nonfiction
Languages : en
Pages : 48

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Book Description
Have you ever played cards on a rainy afternoon? Do you and your friends play jump rope, play hide-and-go-seek, or play Red Rover? If you did, then you were enjoying a folk game. Learn more about these games, including the long history behind: • face cards • tag • hide-and-go-seek • some board games • baseball. Games help us deal with life. They give us physical exercise. They challenge our minds . . . and most of all they fill our lives with fun.