Book picks similar to
The Future of Play Theory by Anthony D. Pellegrini
play
game-design
toys-games
with-covers
The Bible in a Nutshell
Casper Rigsby - 2014
With an estimated word count of well over 700,000 words, the book is not an undertaking for the casual reader. The book can be a very tedious and boring read. This turns many people off from wanting to commit any time to understanding the foundational doctrine of Christianity. However, as atheists we really need to have at least a basic understanding of the Bible if we are going to make a judgment call about the religion. No matter which sect of Christianity someone subscribes to, the Bible is the foundation of Christian belief. This book is a mere 7,000 words to tell a slimmed down version of the basic story of the Bible. This book focused on the narrative rather than any underlying allegory or metaphor inherent in the narrative. The author attempts to challenge the notion of biblical literalism by showing that the story in its most basic form is simply too fantastic for any rational person to believe.
Free to Learn: Why Unleashing the Instinct to Play Will Make Our Children Happier, More Self-Reliant, and Better Students for Life
Peter O. Gray - 2013
We call this imprisonment schooling, yet wonder why kids become bored and misbehave. Even outside of school children today seldom play and explore without adult supervision, and are afforded few opportunities to control their own lives. The result: anxious, unfocused children who see schooling—and life—as a series of hoops to struggle through.In Free to Learn, developmental psychologist Peter Gray argues that our children, if free to pursue their own interests through play, will not only learn all they need to know, but will do so with energy and passion. Children come into this world burning to learn, equipped with the curiosity, playfulness, and sociability to direct their own education. Yet we have squelched such instincts in a school model originally developed to indoctrinate, not to promote intellectual growth.To foster children who will thrive in today’s constantly changing world, we must entrust them to steer their own learning and development. Drawing on evidence from anthropology, psychology, and history, Gray demonstrates that free play is the primary means by which children learn to control their lives, solve problems, get along with peers, and become emotionally resilient. This capacity to learn through play evolved long ago, in hunter-gatherer bands where children acquired the skills of the culture through their own initiatives. And these instincts still operate remarkably well today, as studies at alternative, democratically administered schools show. When children are in charge of their own education, they learn better—and at lower cost than the traditional model of coercive schooling.A brave, counterintuitive proposal for freeing our children from the shackles of the curiosity-killing institution we call school, Free to Learn suggests that it’s time to stop asking what’s wrong with our children, and start asking what’s wrong with the system. It shows how we can act—both as parents and as members of society—to improve children’s lives and promote their happiness and learning.
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Itchy, Tasty: An Unofficial History of Resident Evil
Alex Aniel - 2021
Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
A Pattern Language: Towns, Buildings, Construction
Christopher W. Alexander - 1977
It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.
Wonderland: How Play Made the Modern World
Steven Johnson - 2016
. . . Wonderland inspires grins and well-what-d'ya-knows" —The New York Times Book Review From the New York Times-bestselling author of How We Got to Now and Where Good Ideas Come From, a look at the world-changing innovations we made while keeping ourselves entertained. This lushly illustrated history of popular entertainment takes a long-zoom approach, contending that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Steven Johnson argues that, throughout history, the cutting edge of innovation lies wherever people are working the hardest to keep themselves and others amused.Johnson's storytelling is just as delightful as the inventions he describes, full of surprising stops along the journey from simple concepts to complex modern systems. He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.In Wonderland, Johnson compellingly argues that observers of technological and social trends should be looking for clues in novel amusements. You'll find the future wherever people are having the most fun.
The Cambridge Encyclopedia of Language
David Crystal - 1987
Probably the most successful general study of language ever published, The Cambridge Encyclopedia of Language covers all the major themes of language study, including popular ideas about language, language and identity, the structure of language, speaking and listening, writing, reading, and signing, language acquisition, the neurological basis of language, and languages of the world. Exposing this work to a new generation of readers, the Second Edition extends the range of coverage to include advances in areas such as machine translation, speech interaction with machines, and language teaching. There is new material on acoustics, physiological concepts of language, and World English, and a complete update of the language distribution maps, language-speaking statistics, table of the world's languages, and further reading. All geopolitical material has been revised to take account of boundary changes. The book has been redesigned and is presented for the first time in full color, with new pictures and maps added.
The Scientist in the Crib: What Early Learning Tells Us About the Mind
Alison Gopnik - 1999
It argues that evolution designed us both to teach and learn, and that the drive to learn is our most important instinct. It also reveals as fascinating insights about our adult capacities and how even young children -- as well as adults -- use some of the same methods that allow scientists to learn so much about the world. Filled with surprise at every turn, this vivid, lucid, and often funny book gives us a new view of the inner life of children and the mysteries of the mind.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
From Ritual to Theatre: The Human Seriousness of Play
Victor Turner - 1982
How is social action related to aesthetics, and anthropology to theatre? What is the meaning of such concepts as "work," "play, "liminal," and "flow"? In this highly influential book, Turner elaborates on ritual and theatre, persona and individual, role-playing and performing, taking examples from American, European, and African societies for a greater understanding of culture and its symbols.
Addiction by Design: Machine Gambling in Las Vegas
Natasha Dow Schüll - 2012
"Addiction by Design" takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward.Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schull shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible--even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schull describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems--all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two."Addiction by Design" is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life.
The 2 AM Principle: Discover the Science of Adventure
Jon Levy - 2016
Now, he runs with the bulls in Pamplona, battles Kiefer Sutherland in Jenga, and crashes million-dollar weddings. How did he do it? The E.P.I.C. Model of Adventure, a breakthrough four-step process (Establish, Push Boundaries, Increase, Continue) for building the perfect adventure, from picking the right team, to choosing the right mission, and taking the right risks—with plenty of stories from his own exploits to show you how it’s done. With the mold-breaking brilliance of Timothy Ferriss’s The 4-Hour Work Week, and the geeky enthusiasm of a TED Talk, this book is your ticket to the next level. You’ll learn plenty, but the first lesson is easy: nothing good happens after 2 AM—except the most EPIC experiences of our lives.
Comrades: Brothers, Fathers, Heroes, Sons, Pals
Stephen E. Ambrose - 1999
He writes of Dwight D. Eisenhower, who had a golden gift for friendship and who shared a perfect trust with his younger brother Milton in spite of their apparently unequal stations. With great feeling, Ambrose brings to life the relationships of the young soldiers of Easy Company who fought and died together from Normandy to Germany, and he describes with admiration three who fought in different armies on different sides in that war and became friends later. He recounts the friendships of Lewis and Clark and of Crazy Horse and He Dog, and he tells the story of the Custer brothers who died together at the Little Big Horn. Comrades concludes with the author’s moving recollection of his own friendship with his father. “He was my first and always most important friend. I didn’t learn that until the end, when he taught me the most important thing, that the love of father-son-father-son is a continuum, just as love and friendship are expansive.”
Archaeology and Language: The Puzzle of Indo-European Origins
Colin Renfrew - 1987
Professor Renfrew initiates an original synthesis between modern historical linguistics and the new archaeology of cultural process, boldly proclaiming that it is time to reconsider questions of language origins and what they imply about ethnic affiliation--issues seriously discredited by the racial theorists of the 1920s and 1930s and, as a result, largely neglected since. Challenging many familiar beliefs, he comes to a new and persuasive conclusion: that primitive forms of the Indo-European language were spoken across Europe some thousands of years earlier than has previously been assumed.