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THE BEGINNINGS OF MODERN LITTLE WARFARE THE RULES— The Country The Move Mobility of the Various Arms Hand-to-Hand Fighting and Capturing Varieties of the Battle-Game Composition of Forces Size of the Soldiers THE BATTLE OF HOOK'S FARM EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR ENDING WITH A SORT OF CHALLENGE APPENDIX— LITTLE WARS AND KRIEGSPIEL
Children and young people in the early twenty-first century encounter, and creatively adapt to, a range of cultural phenomena in an increasingly mediated, commercialised and globalised world. Children and young people's cultural worlds offers a critical introduction to childhood in the digital age. Childhood innocence is a concept that often underpins the way adults think about children and new technologies. The book challenges adult concerns, highlighting instead the diversity of children's experiences and relationships with each other. Children's everyday activities are explored, in an attempt to understand the distinctiveness of their cultural worlds. The book also considers matters of difference on children's lives; the consequences of age and the experience of living in different cultural contexts. This is the second in a series of four books, written by experts in the field, which provides an introduction to childhood degree programmes and related modules. The series features international case studies, examples and readings to supplement the chapters, and is illustrated in full colour. Other books in the series are: · Understanding childhood: a cross-disciplinary approach · Childhoods in context · Local childhoods, global issues
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Structured, therapist-led approaches to play therapy are becoming increasingly popular due to their time-limited nature and efficacy for such specific disorders as trauma and attachment issues. This is the first book to provide comprehensive coverage of numerous directive play therapy techniques and interventions that are empirically validated and can be adapted for use in clinical, school, group, and family settings. Designed for both students and practitioners, the text addresses the theoretical bases for these approaches and provides in-depth, practical guidance for their use. The book describes how directive play therapies differ from nondirective therapies and illustrates best practices in using directive techniques. It examines such diverse approaches as cognitive behavioral, solution focused, sensorimotor, and the use of creative arts in play therapy. Each approach is covered in terms of its theoretical foundation, research basis, specific techniques for practice, and a case example. The text describes how to adapt directive play therapy techniques for use in various contexts, such as with families, in groups, and in schools. Helpful templates for treatment planning and case documentation are also included, making the book a valuable resource for both training courses and practicing professionals in play therapy, clinical mental health counseling, child counseling, school counseling, child and family social work, marriage and family therapy, and clinical child psychology. Key Features: Delivers step-by-step guidance for using directive play therapy techniques--the first book to do so Addresses theoretical basis, research support, and practical techniques for a diverse range of therapies Covers varied settings and contexts including school, clinical, group, and family settings Includes case studies Provides templates for treatment planning and case documentation
Last Stands from the Alamo to Benghazi examines how filmmakers teach Americans about the country’s military past. Examining twenty-three representative war films and locating them in their cultural and military landscape, the authors argue that Hollywood’s view of American military history has evolved in two phases. The first phase, extending from the very beginnings of filmmaking to the Korean War, projected an essential patriotic triumphalism. The second phase, from the Korean and Vietnam Wars to the present, reflects a retreat from consensus and reflexive patriotism. In describing these phases, the authors address recurring themes such as the experience of war and combat, the image of the American war hero, race, gender, national myths, and more. With helpful film commentaries that extend the discussion through popular movie narratives, this book is essential for anyone interested in American military and film history.
Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.
Left Out presents an alternative and corrective history of writing for children in the first half of the twentieth century. Between 1910 and 1949 a number of British publishers, writers, and illustrators included children's literature in their efforts to make Britain a progressive, egalitarian, and modern society. Some came from privileged backgrounds, others from the poorest parts of the poorest cities in the land; some belonged to the metropolitan intelligentsia or bohemia, others were working-class autodidacts, but all sought to use writing for children and young people to create activists, visionaries, and leaders among the rising generation.Together they produced a significant number of both politically and aesthetically radical publications for children and young people. This 'radical children's literature' was designed to ignite and underpin the work of making a new Britain for a new kind of Briton. While there are many dedicated studies of children's literature and childrens' writers working in other periods, the years 1910-1949 have previous received little critical attention. In this study, Kimberley Reynolds shows that the accepted characterisation of inter-war children's literature as retreatist, anti-modernist, and apolitical is too sweeping and that the relationship between children's literature and modernism, left-wing politics, and progressive education has been neglected.
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Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk