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This encyclopedic volume provides the rules and methods of play for more than 180 different games: Ma-jong, Hazard, Wei-ch'i (Go), Backgammon, Pachisi, and many others. Over 300 photographs and line drawings.
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
The similarities between traditional games in different regions of the world, from past to present, arouse both awe and curiosity. The playful - yet educational - discovery of these practices offers the opportunity to observe the experience of play as a space for similarities between cultures. When research on play conducted with children is enriched by the recollections of play from parents and grandparents, especially in the context of a multicultural classroom, a choral narrative emerges, laying down the basis for intercultural education. Children discover the 'shared space of play', where they can meet and relish, together with teachers, the richness of cultural diversity, and also learn more about prejudice and Othering processes.
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Learning Video Game Design on the Tabletop guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, this book helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. The Second Edition includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process Essays from professional tabletop and video game designers in which they describe their professional journeys and design philosophies.
In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.
For thousands of years, people have been planning attacks, captures, chases, and conquests - on a variety of different boards designed for an astonishing diversity of games. Today the compelling mix of strategy, skill, and chance is as strong as ever; new board games are invented almost daily,while the perennial favourites continue to attract new devotees and reveal new possibilities. The Oxford History of Board Games investigates the principles of board games throughout the ages and across the world, exploring the fascinating similarities and differences that give each its unique appeal, and drawing out the significance of game-playing as a central part of human experience - asvital to a culture as its music, dance, and tales. Beautifully illustrated and with diagrams to show the finer points of the games, this is a fascinating and accessible guide to a richly rewarding subject. In his trade-mark accessible, entertaining style, David Parlett looks at the different families of games: games based on configuration or connection, races or chases, wars or hunts, capture or blockade. He focuses mainly on traditional games, the folk entertainments that have grown up organicallythrough the centuries, and which exhibit endless local variations, although he discusses also the commercial products that have tried, with varying degrees of success, to match their astonishing popularity. This is not primarily a how-to book, although the rules and strategies of certain games are discussed in detail, neither does it offer sure-fire tips for success, although with a fuller understanding of a game the reader will undoubtedly become a better-informed, if not better, player. Rather, itis an affectionate and authoritative survey of one of the most familiar parts of our cultural history, which has until now been inexplicably neglected.
A COMPANION TO CHILDREN'S LITERATURE A collection of international, up-to-date, and diverse perspectives on children's literary criticism A Companion to Children's Literature offers students and scholars studying children's literature, education, and youth librarianship an incisive and expansive collection of essays that discuss key debates within children's literature criticism. The thirty-four works included demonstrate a diverse array of perspectives from around the world, introduce emerging scholars to the field of children's literature criticism, and meaningfully contribute to the scholarly conversation. The essays selected by the editors present a view of children's literature that encompasses poetry, fiction, folklore, nonfiction, dramatic stage and screen performances, picturebooks, and interactive and digital media. They range from historical overviews to of-the-moment critical theory about children’s books from across the globe. A Companion to Children's Literature explores some of the earliest works in children's literature, key developments in the genre from the 20th century, and the latest trends and texts in children's information books, postmodern fairytales, theatre, plays, and more. This collection also discusses methods for reading children's literature, from social justice critiques of popular stories to Black critical theory in the context of children's literary analysis.