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In the late Middle Ages and early modern times, card playing was widely enjoyed at all levels of society. The playing cards in this engaging volume are unique works of art that illuminate the transition from late medieval to early modern Europe, a period of tumultuous social, artistic, economic, and religious change. Included are the most important luxury decks of hand-painted European playing cards that have survived, as well as a selection of hand-colored woodblock cards, engraved cards, and tarot packs. The casts of characters they illustrate range from royals to commoners. Many feature animals such as falcons and hounds, while other portray such diverse objects as acorns, helmets, or coins. This is the only study of its kind in English and the only one in a generation in any language. The insightful narrative by Timothy B. Husband discusses the significance of playing cards in the secular art of the period and also recounts the varied stories they tell, conjuring the customs and facts of life of the time. Little is known abut the games played with these cards, but as Husband notes: "The playing out of a hand of cards can be seen as a microcosmic reflection of the ever-changing world around us—a world in play—a view that the creators of the cards under discussion here would seem to have shared.
A dazzling novel—set in early 1970's New York and rural India—the story of a turbulent, unlikely romance, a harrowing account of the lasting horrors of World War II, and a searing examination of one man's search for forgiveness and acceptance. “Looks deeply at the echoes and overlaps among art, resistance, love, and history ... an impressive debut.” —Meg Wolitzer, best-selling author of The Female Persuasion New York City, 1972. Jaryk Smith, a survivor of the Warsaw Ghetto, and Lucy Gardner, a southerner, newly arrived in the city, are in the first bloom of love when they receive word that Jaryk's oldest friend has died under mysterious circumstances in a rural village in eastern India. Travelling there alone to collect his friend's ashes, Jaryk soon finds himself enmeshed in the chaos of local politics and efforts to stage a play in protest against the government—the same play that he performed as a child in Warsaw as an act of resistance against the Nazis. Torn between the survivor's guilt he has carried for decades and his feelings for Lucy (who, unbeknownst to him, is pregnant with his child), Jaryk must decide how to honor both the past and the present, and how to accept a happiness he is not sure he deserves. An unforgettable love story, a provocative exploration of the role of art in times of political upheaval, and a deeply moving reminder of the power of the past to shape the present, A Play for the End of the World is a remarkable debut from an exciting new voice in fiction.
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Nineteenth-century Britain was a world in play. The Victorians invented the weekend and built hundreds of parks and playgrounds. In the wake of Darwin, they re-imagined nature as a contest for survival. The playful child became a symbol of the future. A world in play means two things: a world in flux and a world trapped, like Alice in Wonderland, in a ludic microcosm of itself. The book explores the extent to which play (competition, leisure, mischief, luck, festivity, imagination) pervades nineteenth-century literature and culture and forms the foundations of the modern self. Play made the Victorian world cohere and betrayed the illusoriness of that coherence. This is the paradox of modernity. Kaiser gives an account of how certain Victorian misfits—working-class melodramatists of the 1830s, the reclusive Emily Brontë, free spirits Robert Louis Stevenson and John Muir, mischievous Oscar Wilde—struggled to make sense of this new world. In so doing, they discovered the art of modern life.
Eugen Fink is considered one of the clearest interpreters of phenomenology and was the preferred conversational partner of Edmund Husserl and Martin Heidegger. In Play as Symbol of the World, Fink offers an original phenomenology of play as he attempts to understand the world through the experience of play. He affirms the philosophical significance of play, why it is more than idle amusement, and reflects on the movement from "child's play" to "cosmic play." Well-known for its nontechnical, literary style, this skillful translation by Ian Alexander Moore and Christopher Turner invites engagement with Fink's philosophy of play and related writings on sports, festivals, and ancient cult practices.
"Everyone knows the old saying "necessity is the mother of invention," but if you do a paternity test on many of the modern world's most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well." Most history books don't concern themselves with delight. History is the serious business of war, treaties, governments and monarchs. This is a different kind of history book. Steven Johnson argues that if you want to understand how we got to now, you have to understand pleasure and play. A staggering amount of the landscape of modern life is populated by environments and technology designed to entertain and delight us. Here history of popular entertainment, arguing that the pursuit of novelty and wonder is a powerful driver of world-shaping technological change. Throughout history, he locates the cutting edge of innovation wherever people are working the hardest to keep themselves and others amused.He introduces us to the colorful innovators of leisure: the explorers, proprietors, showmen, and artists who changed the trajectory of history with their luxurious wares, exotic meals, taverns, gambling tables, and magic shows.
THE STORY: Nothing will prepare you for the dirty little secret Cass discovers in her husband's sweater drawer. It is so shocking that our heroine has no choice but to flee to the honeymoon capital of the world in a frantic search for the life she
What is it that you would want to be preserved for eternity? A man wakes in the middle of the night to discover that the world has stopped. Through the crack in his bedroom curtains he can see no signs of life at all...other than a light in the house opposite where a woman in an oversized Bowie T-shirt stands, looking back at him. The Greatest Play in the History of the World is a beautifully constructed love story, set on Preston Road and also in space and in time. Presented as a monologue for one actor, it asks profound questions with deepest sincerity whilst simultaneously balancing the human quest for meaningful connections. This edition was published to coincide with the play's run at the Traverse Theatre, Edinburgh in summer 2018 starring Julie Hesmondhalgh.
If we are to touch the hearts of hurting children, we must enter their world, the world of play. Play therapy honors children by meeting them in their world. Children say with toys what they have difficulty saying with words. Toys become the play therapist's tools to help unlock the healing process for wounded children. Whether you are a psychologist, a social worker, a family therapist, a pastoral counselor, a group-home worker, or a children's ministry worker, this book will help you build relationships that minister to the souls of hurting children and bring understanding to the confusion of their pain. Through these nurturing relationships, children will be freed to understand and process emotional pain.