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The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
Veteran author Chris Lampton demystifies the programming techniques behind sophisticated maze games such as Wolf3D and gives step-by-step instructions for programmers to create their own 3-D mazes. The centerpiece of this package is a full-fledged maze game, written by the author with professional game programmer Kevin Gliner. Enclosed disk contains tools for designing new mazes.
“Games of Imagination” and “Club of the Friends of Solnishko and Maksim” are the books of three authors of various generations with different fates, interests and life experience. But they are connected to each other with a common approach towards forming of personality. The main characters of the book are persons still in their childhood, open to honest dialogue, deserving trust, careful attitude to themselves, to the fragile world of childish emotions, imaginations and creativity.
Chess is my favorite board game. This book is intended to get kids interested in chess. By reading this book I'm hoping kids will want to play chess after they read it.
In his final work, a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays.
Scamper On allows your students to develop their imaginations through a series of guided activities in which they imagine different events of things. Whether they think up animals like ele-cam-phant by combining characteristics of the two or try to imagine the perfect meal, students are challenged to think creatively to develop their power of imagination. Each activity includes a description for the teacher as well as a complete text for the activity. Teachers are led through the imagination exercise step-by-step with cues on when to wait, how to modify the activity for more or less participation, and how to extend the activity. Each of the imagination activities is designed to fit easily within class time and has been tested by an experienced educator. Ideal for helping students develop imagination for writing classes, the activities are also useful for any class where students must think creatively. By allowing students the freedom to explore their imaginations, they are able to better develop their creativity skills. Book jacket.
MOMS CHOICE AWARDS� GOLD RECIPIENT "...the brain is still developing its wiring well into your twenties. As a result, brain development can be impacted by electronic use by children." -Brain Development in a Hyper-Tech World, August 2008, by Brenda Patoine Do your children show a lack of interest in non-electronic activities? Are you concerned about the effects of their excessive use of tablets, computers and cell phones? The Original Imagination Games will introduce your children to a whole new world of captivating pretend play! Eight year old author Joe Milburn has a knack for everything make believe and has always loved the unending freedom of building any type of world that he can think up in his mind. Joe was inspired to detail some of his imaginative games in a book after he realized he was spending far too much time on electronics. The Original Imagination Games is an imagination cultivating pretend play book for young readers that includes 10 full chapters of detailed imaginative games. Playing these games will help guide other kids into a world of make believe while giving them an alternative to using electronics. Each chapter is its own unique game with original characters and elements. The chapters are organized logically and identically and include (among other things) character details, how to play and how to win. Each time the reader wins a game, he or she will win a badge (in the back of the book). When all the badges have been won - there is an award option available for the reader of the book and his or her guardian or parent to decide upon. The Original Imagination Games will not only teach kids how to play the games in the book but will also encourage their creative thinking. Joe has left blank space at the end of each chapter for readers to incorporate their own unique elements into each game and has also left chapters 11 and 12 blank for readers to create and preserve their very own games. The Original Imagination Games will get your kids off the couch and introduce them to a whole new world of creative pretend play!
FANTASY CASTLE; A GAME OF THE IMAGINATION A good imagination on the part of the player makes some games more interesting and fun; some games require more. Some games require all you have to give and then some. School, out for the summer, has left these children with nothing to do. DAVE WOODS and ISAIAH SCOTT are bored until Dave's younger brother BRIAN, finds a game in a specialty shop down in old-town. The store itself is a mystery when the building seems to have been renovated overnight and opened for business. A game box, displayed in the front window appears to be the only item for sale. The boys pool their money to buy the game. While Isaiah and Brian are eager to play the game just for something to do, Dave's reaction is quite different. He feels an overwhelming need to play; almost as if he is being drawn to the game by invisible strings. The need proves almost more than he can handle, until after much delay, they finally sit down to play. Everything seems to go wrong at once, when the boys and Isaiah's sister HANNAH; the fourth player, are sucked into the game where a good imagination, proves to be the only tool of survival. Separated immediately by the choices each of them make, Isaiah, Brian and Hannah embark on an adventure; a journey of understanding, trust and friendship. While for Dave, his imagination has landed him in a world of fear, dark tunnels and nothing less than his worst nightmare. Always the one in control; some in his school have called him a bully; he now feels what it must be like to be on the other end. Too late, Dave finds out that the game is much more than imagination and that it won't let go until the right choices are made and past wrongs are righted. When the game is finally over Brian, Isaiah and Hannah have doubts about Dave and wonder if he really came back or has someone else returned to take his place. How would you play? Can you imagine playing a game where the game itself sets down the rules after you start?
Combining perspectives from both continental and analytic philosophy, this timely volume explores how imagination today both shapes and is shaped by technology, art and ethics. Imagination is one of the most significant and broadly examined concepts in contemporary philosophy and is frequently understood as a basic human faculty that enables complex activities. This book shows, however, that imagination is more than a mere enabler. Whilst imagination shapes our experiences, it is at the same time shaped by our environments. Some of the most creative manifestations of imagination are the result of its two-way interaction with art or technology, or both. In short, imagination co-shapes us. Beyond the traditional perspectives of Kant and Heidegger, The Philosophy of Imagination: Technology, Art and Ethics examines our dynamic relationship with imagination, from contemporary technological advancements such as AI that transform the whole ecosystem to imagination in the context of videogames and literary fiction. Analysing societal imagination, it addresses the relationship between the racial imaginary and white ignorance, as well as the effects that societal mechanisms such as lockdowns can have on our imagination. Taking its cue from the here and now, this volume brings together leading international scholars to investigate how the concept of co-shaping allows us to see imagination and its crucial role in society in new and productive ways.
Arizona learns why she should be careful about too much daydreaming.