Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

Games to Play with Babies


Jackie Silberg - 1993
    With 50 NEW games and all new illustrations, this valuable resource promotes self-confidence, coordination, social skills and much, much more. Build important developmental skills, while enjoying time with your baby.

UNBORED Games: The Essential Guide


Joshua Glenn - 2014
    There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today’s high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world.The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise—to be followed by UNBORED Adventure—in a new handy flexibound format, illustrated in full color throughout. Soon, there will be a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.

A Gamut of Games


Sid Sackson - 1969
    Sid Sackson presents solitaire, strategy, and party games that can be played by children or adults with such common items as cards, checkerboards, dice, pencils, and paper. Diagrams and an abundance of examples, together with clear explanations of strategy and goals, show how to play such intriguing entertainments as Mate, a game of pure skill and logic; Blue and Gray, an exciting variation of Checkers; Plank, an advanced version of Tic-Tac-Toe; Knight Chase, a form of hide-and-seek on the checkerboard; Last Word, in which players select letters to form words in two, three, or four directions; Crossings, a fast-paced battle in which pieces move forward in a group; and other challenging diversions. The author also presents brief reviews of more than 300 other games.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Writing Magic: Creating Stories that Fly


Gail Carson Levine - 2006
    She shows how you, too, can get terrific ideas for stories, invent great beginnings and endings, write sparkling dialogue, develop memorable characters—and much, much more. She advises you about what to do when you feel stuck—and how to use helpful criticism. Best of all, she offers writing exercises that will set your imagination on fire.With humor, honesty, and wisdom, Gail Carson Levine shows you that you, too, can make magic with your writing.

Comedy Writing Secrets: The Best-Selling Book on How to Think Funny, Write Funny, Act Funny, And Get Paid For It


Melvin Helitzer - 1987
    In this expanded new edition, Mel Helitzer, named the "funniest professor in the country" by Rolling Stone magazine, and funnyman Mark Shatz pack in even more insight and instruction, including:- Humor writing exercises to punch up your jokes- Extra information on writing for sitcoms and stand-up- Comedic brainstorming techniques using associations and listings- Exclusive tips for writing humor for specific markets like editorials, columns, speeches, advertising, greeting cards, t-shirts, and moreTap into your comedic genius with Comedy Writing Secrets, 2nd edition, and you'll always leave ?em laughing!

Problem Solving 101: A Simple Book for Smart People


Ken Watanabe - 2007
    His goal was to help shift the focus in Japanese education from memorization to critical thinking, by adapting some of the techniques he had learned as an elite McKinsey consultant.He was amazed to discover that adults were hungry for his fun and easy guide to problem solving and decision making. The book became a surprise Japanese bestseller, with more than 370,000 in print after six months. Now American businesspeople can also use it to master some powerful skills.Watanabe uses sample scenarios to illustrate his techniques, which include logic trees and matrixes. A rock band figures out how to drive up concert attendance. An aspiring animator budgets for a new computer purchase. Students decide which high school they will attend.Illustrated with diagrams and quirky drawings, the book is simple enough for a middleschooler to understand but sophisticated enough for business leaders to apply to their most challenging problems.

Love and Logic Magic for Early Childhood


Jim Fay - 2000
    The tools in Love and Logic Magic for Early Childhood will give you the building blocks you need to create children who grow up to be responsible, successful teens and adults. And as a bonus you will enjoy every stage of your child's life and look forward to sharing a lifetime of joy with them. Get help with: * potty training * daycare * back-talk * whining * and many more everyday stresses faced by parents of toddlers

How to Be an Explorer of the World: Portable Life Museum


Keri Smith - 2008
    In this captivating guided journal, readers are encouraged to explore their world as both artists and scientists. The mission Smith proposes? To document and observe the world around you. As if you've never seen it before. Take notes. Collect things you find on your travels. Document findings. Notice patterns. Copy. Trace. Focus on one thing at a time. Record what you are drawn to. With a series of interactive prompts and a beautifully hand-illustrated two-color package, readers will enjoy exploring and discovering the world through this gorgeous book.

Zen and the Art of Poker: Timeless Secrets to Transform Your Game


Larry Phillips - 1999
    Zen and the Art of Poker is the first book to apply Zen theories to America's most popular card game, presenting tips that readers can use to enhance their game. Among the more than one hundred rules that comprise this book, readers will learn to: * Make peace with folding* Use inaction as a weapon* Make patience a central pillar of their strategy* Pick their times of confrontationUsing a concise and spare style, in the tradition of Zen practices and rituals, Zen and the Art of Poker traces a parallel track connecting the two disciplines by giving comments and inspirational examples from the ancient Zen masters to the poker masters of today.

The Dangerous Book for Boys


Conn Iggulden - 2006
    This is a wonderful collection of all things that make being young, or young at heart, fun. Audio includes: Questions About the World, How to Play Stickball, The Rules of Soccer, Fishing, Famous Battles, Extraordinary Stories, Girls, First Aid, The Seven Wonders of the Ancient World, Seven Modern Wonders of the World The perfect book for every boy from eight to eighty.

The LEGO® Ideas Book


Daniel Lipkowitz - 2011
    You have what it takes! Did you ever wonder what you can do with all of those LEGO® bricks after you have created the project they came with?Now with The LEGO Ideas Book, you can take what you already have and make something new! The book is divided into six themed chapters—transportation, buildings, space, kingdoms, adventure, and useful makes—each with basic templates of key models and spreads to inspire you to create your own.Hints and tips from Master Builders can help you turn your classic car into a race car or add a bridge to your castle! Don't be concerned if you haven't got all the bricks you need: this book also shows how to simplify details, making this a great user-friendly guide for any building ability.Featuring all-new LEGO® building projects, tips to supplement and enhance your LEGO creations, inspirational builds, and expert advice from LEGO Master Builders, The LEGO Ideas Book will keep kids of all ages creating for hours.