Download Free The Play Paradigm Book in PDF and EPUB Free Download. You can read online The Play Paradigm and write the review.

Play is important. Play is a fundamental human need. Play can improve every area of a person's life. But are you really getting enough REAL play? This is not a book to flick through, it is a book to absorb, apply and transform your life. It's time to explore The Play Paradigm. This breakthrough book will help you to understand and re-define your relationship with play. This has the potential to transform your life, work, relationships and overall levels of success and happiness. In this book you will learn how to: -Identify the powerful play state -Understand what play REALLY means to YOU -Discover and re-discover opportunities for play -Create the space and support in your life for play -Live more playfully in everything you do Rip up the rulebook on what play SHOULD be and start living your life with a fresh new mindset, one that serves you and your needs better.
The Play World chronicles the history and evolution of the concept of play as a universal part of childhood. Examining texts and toys coming out of Europe between 1631 and 1914, Patricia Anne Simpson argues that German material, literary, and pedagogical cultures were central to the construction of the modern ideas and realities of play and childhood in the transatlantic world. With attention to the details of toy manufacturing and marketing, Simpson considers prescriptive texts about how children should play, treat their possessions, and experience adventure in the scientific exploration of distant geographies. She illuminates the role of toys—among them a mechanical guillotine, yo-yos, hybridized dolls, and circus figures—as agents of history. Using an interdisciplinary approach that draws from postcolonial, childhood, and migration studies, she makes the case that these texts and toys transfer the world of play into a space in which model childhoods are imagined and enacted as German. With chapters on the Protestant play ethic, enlightened parenting, Goethe as an advocate of play, colonial fantasies, children’s almanacs, ethnographic play, and an empire of toys, Simpson’s argument follows a compelling path toward understanding the reproduction of religious, gendered, ethnic, racial, national, and imperial identities, emanating from German-speaking Europe, that collectively construct a global imaginary. This foundational and deeply original study connects German-speaking communities across the Atlantic as they collectively engender the epistemology of the play world. It will be of particular interest to German studies scholars whose research crosses the Atlantic.
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.
A practical book for teachers consisting of 10 YC and TYC articles on the importance of integrating rich content-based, teacher-guided instruction with meaningful child-centered play to nurture children's emerging capabilities and skills.
Who do you trust in a country ripping apart at the seams, with two species at war? What do you fight for when granted a power unmatched? Who do you turn to to save what little you have left? Five unique lives will intersect, and in the end, you will have to make a decision: Save everything that you know Or save yourself.
A fundamental shift is underway that will change how we conceive of value. In an era of increasing interconnectedness, individuals, as opposed to institutions, stand at the center of value creation. To adapt to this tectonic shift, organizations can no longer unilaterally devise products and services. They must engage stakeholders—from customers and employees to suppliers, partners, and citizens at large—as co-creators. Co-creation guru Venkat Ramaswamy and Kerimcan Ozcan call for enterprises to be mindful of lived experiences, to build engagement platforms and management systems that are designed for creative collaboration, and to develop "win more-win more" strategies that enhance our wealth, welfare, and, well-being. Richly illustrated with examples of co-creation in action, The Co-Creation Paradigm provides a blueprint for the co-creative enterprise, economy, and society, while presenting a conceptual framework that will guide organizations across sectors in adopting this transformational approach. Challenging some of our most deeply held ideas about business and value, this book outlines the future of "business as usual."
An overview of film studies
In The Syndetic Paradigm, Robert Aziz argues that the Jungian Paradigm is a deeply flawed theoretical model that falls short of its promise. Aziz offers in its stead what he calls the Syndetic Paradigm. In contrast to the Jungian Paradigm, the Syndetic Paradigm takes the critical theoretical step of moving from a closed-system model of a self-regulatory psyche to an open-system model of a psyche in a self-organizing totality. The Syndetic Paradigm, in this regard, holds that all of life is bound together in a highly complex whole through an ongoing process of spontaneous self-organization. The new theoretical model that emerges in Aziz's work, while taking up the fundamental concerns of its Freudian and Jungian predecessors with psychology, ethics, spirituality, sexuality, politics, and culture, conducts us to an experience of meaning that altogether exceeds their respective bounds.