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

The Wilding of America: Money, Mayhem, and the New American Dream


Charles Derber - 1996
    The American Dream champions individualism.  But at what price?  In this timely revision of The Wilding of America, Charles Derber chronicles the latest incidents of "wilding" - extreme acts of self-interested violence and greed - that signal an eroding of the moral landscape of American society.  Despite this ever-increasing emphasis on individualism in America, Derber offers a communitarian alternative that is as inspiring as it is instructive.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    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.

You Are Therefore I Am: A Declaration of Dependence


Satish Kumar - 2002
    In it he traces the sources of inspiration which formed his understanding of the world as a network of multiple and diverse relationships. You Are, Therefore I Am is in four parts. The first describes his memories of conversations with his mother, his teacher and his Guru, all of whom were deeply religious. The second part recounts his discussions with the Indian sage Vinoba Bhave, J. Krishnamurti, Bertrand Russell, Martin Luther King, and E. F. Schumacher. These five great activists and thinkers inspired him to engage with social, ecological and political issues. In the third part Satish narrates his travels in India, which have continued to nourish his mind and reconnect him with his roots.

Play Between Worlds: Exploring Online Game Culture


T.L. Taylor - 2006
    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.

Difference Matters: Communicating Social Identity


Brenda J. Allen - 2003
    Allen (U. of Colorado, Denver) takes categories of difference (gender, race, class, sexuality, age and ability) in turn to remind her students that each "matters," despite the traditions of prejudice. Each chapter includes questions for reflection. Annotation ©2004 Book News, Inc., Portland, OR

Life on the Screen


Sherry Turkle - 1995
    We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. "Life on the Screen" traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity-- as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people's experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.

China A to Z: Everything You Need to Know to Understand Chinese Customs and Culture


May-lee Chai - 2007
    In one hundred brief, reader-friendly chapters, alphabetized by subject, "China A to Z" introduces a general audience to contemporary Chinese society, as well as its venerable history. Discover: ? Why Chinese names are written in reverse order ? What to bring when visiting a Chinese household ? What the current relationship is between Japan and China ? Why you should wrap gifts in red or pink paper, and never send white flowers With the 2008 Summer Olympics being held in Beijing, thousands of Chinese adoptions occurring each year, and China becoming the fourth most popular international destination, the need for information about this complex country is greater than ever.

The Grasshopper: Games, Life and Utopia


Bernard Suits - 1978
    "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

Synthetic Worlds: The Business and Culture of Online Games


Edward Castronova - 2005
    People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Understanding Human Differences: Multicultural Education for a Diverse America


Kent L. Koppelman - 2004
    The author investigates three converging elements in his examination of human differences: individual attitudes and behaviors, cultural expectations, and institutional policies and practices. This examination provides the basis for the conceptual organization of the text.

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy


James Paul Gee - 2007
    These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.

Where the Devil Don't Stay: Traveling the South with the Drive-By Truckers


Stephen Deusner - 2021
    The Drive-By Truckers, as they named themselves, grew into one of the best and most consequential rock bands of the twenty-first century, a great live act whose songs deliver the truth and nuance rarely bestowed on Southerners, so often reduced to stereotypes.Where the Devil Don’t Stay tells the band’s unlikely story not chronologically but geographically. Seeing the Truckers’ albums as roadmaps through a landscape that is half-real, half-imagined, their fellow Southerner Stephen Deusner travels to the places the band’s members have lived in and written about. Tracking the band from Muscle Shoals, Alabama, to Richmond, Virginia, to the author’s hometown in McNairy County, Tennessee, Deusner explores the Truckers’ complex relationship to the South and the issues of class, race, history, and religion that run through their music. Drawing on new interviews with past and present band members, including Jason Isbell, Where the Devil Don’t Stay is more than the story of a great American band; it’s a reflection on the power of music and how it can frame and shape a larger culture.

Organizational Behavior: Emerging Realities for the Workplace Revolution


Steven L. McShane - 1999
    Acclaimed for its readability and presentation of current knowledge, this textbook's philosophy is that OB knowledge is for everyone, not just traditional managers. The new reality is that everyone - sales representatives, production employees, physicians - needs OB knowledge to successfully work in and around organizations. Organizational Behavior is unparalleled in its ability to engage students by bringing cutting edge OB concepts closer to reality through the 'theory-practice link' approach. McShane and Von Glinow help readers connect OB theories to emerging workplace realities through hundreds of fascinating real-life stories from across the United States and around the world. be the source of the hottest topics, such as: employee engagement, resilience, four-drive theory, blogs and wikis, psychological harassment, learning orientation, Schwartz's values model, separating socioemotional from constructive conflict, and much, much, more.

The Parameters of Our Cage (DISCOURSE Book 1)


Alec Soth - 2020