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“You can’t stop language, because when all’s said and done is never.” In her witty account of the origins of many English words and expressions, Deborah Warren educates as she entertains―and entertain she does, leading her readers through the amazing labyrinthian history of related words. “Language,” she writes, “is all about mutation.” Read here about the first meanings of common words and phrases, including dessert, vodka, lunatic, tulip, dollar, bikini, peeping tom, peter out, and devil’s advocate. A former Latin teacher, Warren is a gifted poet and a writer of great playfulness. Strange to Say is a cornucopia of joyful learning and laughter. Did you know… Lord Cardigan was a British aristocrat and military man known for the sweater jackets he sported. A lying lawyer might pull the wool over a judge’s eyes―yank his wig down across his face. In the original tale of Cinderella, her slippers were made of vair (“fur”)―which in the orally-told story mistakenly turned into the homonym verre (“glass”). Like laundry, lavender evolved from Italian lavanderia, “things to be washed.” The plant was used as a clothes freshener. It smells better than, say, the misspelled Downy Unstopable with the ad that touts its “feisty freshness,” unaware that feisty evolved from Middle English fisten―fart.
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.