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Ordinary games are an important vehicle for children's learning. They provide a powerful, naturally occurring learning environment that is physical, playful and fun. Playing games requires interpersonal skills in language, thought, social behavior, creativity, self-regulation and skilful use of the body. When children play games together they develop the following key capacities: •Cooperative behavior •Focused attention •Social understanding •Holding information in mind •Motor, spatial and sequential planning •Self-regulation, e.g impulse control, coping with excitement, controlled exertion •Collaborative behavior and negotiation •Self-expression and creativity. Games provide a social experience that is emotionally compelling, where children laugh and have fun and do not realise they are interacting, problem solving, negotiating and cooperating with each other. Play Better Games is designed to help practitioners and parents to think about what might prohibit their children from joining in with games and plan effective strategies for support. It will be of benefit to teachers, therapists, group works, play workers, midday supervisors and support workers, as well as to parents and siblings of children with autism.
Ordinary games are an important vehicle for children's learning. They provide a powerful, naturally occurring learning environment that is physical, playful and fun. Playing games requires interpersonal skills in language, thought, social behavior, creativity, self-regulation and skilful use of the body. When children play games together they develop the following key capacities: •Cooperative behavior •Focused attention •Social understanding •Holding information in mind •Motor, spatial and sequential planning •Self-regulation, e.g impulse control, coping with excitement, controlled exertion •Collaborative behavior and negotiation •Self-expression and creativity. Games provide a social experience that is emotionally compelling, where children laugh and have fun and do not realise they are interacting, problem solving, negotiating and cooperating with each other. Play Better Games is designed to help practitioners and parents to think about what might prohibit their children from joining in with games and plan effective strategies for support. It will be of benefit to teachers, therapists, group works, play workers, midday supervisors and support workers, as well as to parents and siblings of children with autism.
Want to succeed at paintball but don't know how? Confused of the many things to learn, know about and master? Are you interested in improving your paintball game? Are you looking for the best paintball guns, paintball gear and how to make your paintball equipment last longer? Are you looking for cheap paintbal supplies? Or are you looking to GET PAID to play paintball? This book has the answers to all those questions. This book covers the basics of paintball, paintball rules, various paintball gun reviews, paintball gear, paintball tournaments and paintball parks. Additional information covered in the book: You can find sponsors to help pay for your paintball hobby! You can join tournaments and turn paintball into a career! There are fields all over the world, and you can make your own too. Find out how! Paintball is a great way to relieve stress! Learn the different guns and which paintball gun you should get. Learn what paintball gear you will need Learn how to keep your paintball equipment ageless and last forever! Most importantly, learn effective tips to excel in your game and impress everyone
Exercise your logic, challenge your brain, confound your opponents, and sharpen your domino skills so you'll win every time. From general principles to advanced techniques, this fully illustrated, in-depth guide takes you through every aspect of the game. "After...clearly explaining the basics...[he] introduces several challenging mental exercises designed to develop your understanding. The writer ends with four superbly explained games."--"Games."
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
Playing better golf without practicing, isn't that every golfers dream? Does that sound too good to be true? It is not! What people fail to realize is that golf is played as much with the mind as it is with the body. Having more fun and being better at playing golf, in large part, requires an improvement in how a person uses thier brain and chooses to think while playing golf. Unfortunately golfers have, for the most part, ignored use of their brain as a way to improve their games and to increase their enjoyment of golf. For most golfers, improvement means purchasing the latest, greatest golf club or trying out a tip they read in a golf magazine or watched on television. Despite using technologically advanced golf clubs and balls and improving their swing technique, many golfers do not seem to be lowering their scores. The concepts explained in this book are simple, extremely effective, easy to apply, and are the same ones that the best players in the world are using. Professional golfers have come to realize that at the PGA Tour level everyone has terrific physical skills. The difference between the players and the good players are the mental skills. Most golfers do not have the physical talent to be able to hit the ball like Tiger Woods or Annika Sorenstam, but everyone, absolutely, positively has the mental capacity to learn how to think like them! Every golfer can benefit by learning more about how to think properly while playing golf. I believe that golfers have a huge untapped potential that is just waiting to be unlocked. Apply the simply, common sense techniques explained in this book and you too can have more fun and play better golf!
Inside tips to improve all areas of your game.
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. 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.
We yearn to be accepted and loved for who we really are. Unfortunately, we sabotage our efforts to develop successful relationships when we feel threatened. We play manipulative games with each other, protecting ourselves without realizing it. These subtle games are crippling our relationships. Let's Stop Playing Games addresses this issue with some serious fun, helping us: o expose our unhealthy games and why we play them; o enjoy humorous yet sad stories that show how these games work (or don't work) for us; o explore some game changers--practical, loving solutions to replace our games. In the end, we hope to be lovingly transformed in our relationships with our friends and family and even with God. We will be connected to each other, forming the authentic community we yearn for. What a great place to live!
Master the fascinating game of Go with this expert guidebook. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives. Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size. Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.