A Mind at Play


Book Description

Winner of the Neumann Prize for the History of Mathematics "We owe Claude Shannon a lot, and Soni & Goodman’s book takes a big first step in paying that debt." —San Francisco Review of Books "Soni and Goodman are at their best when they invoke the wonder an idea can instill. They summon the right level of awe while stopping short of hyperbole." —Financial Times "Jimmy Soni and Rob Goodman make a convincing case for their subtitle while reminding us that Shannon never made this claim himself." —The Wall Street Journal “A charming account of one of the twentieth century’s most distinguished scientists…Readers will enjoy this portrait of a modern-day Da Vinci.” —Fortune In their second collaboration, biographers Jimmy Soni and Rob Goodman present the story of Claude Shannon—one of the foremost intellects of the twentieth century and the architect of the Information Age, whose insights stand behind every computer built, email sent, video streamed, and webpage loaded. Claude Shannon was a groundbreaking polymath, a brilliant tinkerer, and a digital pioneer. He constructed the first wearable computer, outfoxed Vegas casinos, and built juggling robots. He also wrote the seminal text of the digital revolution, which has been called “the Magna Carta of the Information Age.” In this elegantly written, exhaustively researched biography, Soni and Goodman reveal Claude Shannon’s full story for the first time. With unique access to Shannon’s family and friends, A Mind at Play brings this singular innovator and always playful genius to life.




Man At Play


Book Description




Gods at Play


Book Description

A beautifully observed narrative of American sport: character, grit, tragedy, unremarked heroism, and, always, the illuminating story behind the story. As a columnist for Time magazine, among many other publications, Tom Callahan witnessed an extraordinary number of defining moments in American sport across four decades. He takes us from Roberto Clemente clinching his 3,000th, and final, regular-season hit in Pittsburgh; to ringside for the Muhammad Ali–George Foreman fight in Zaire; and to Arthur Ashe announcing, at a news conference, that he’d tested positive for HIV. There are also little-known private moments: Joe Morgan whispering thank you to a virtually blind Jackie Robinson on the field at the 1972 World Series, or Kareem Abdul-Jabbar saying he was more interested in being a good man than in being the greatest basketball player. Brimming with colorful vignettes and enlivened by Callahan’s eye for detail, Gods at Play offers surprising portraits of the most celebrated names in sports. Roger Rosenblatt calls Callahan “the most complete sportswriter in America. He knows the most and writes the best."




At Play in the Garden of Stitch


Book Description

At Play in the Garden of Stitch provides ways to think about how thread and fabric can bring depth to composition, texture to emotions and line to ideas. Kovarik has won numerous awards for her densely machine-stitched art in which the quilting line is used to draw intricate patterns and pictures. Simple exercises encourage the reader to approach each day with a curious mind willing to make a mess of expectations, embrace the wonky by letting the thread lead, and think in thread while making careful observations of the world. Heavily illustrated with examples and finished art the book provides quilters and artists with new ways to approach this medium.




Families at Play


Book Description

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.




At Play in the Fields of the Lord


Book Description

In a malarial outpost in the South American rain forest, two misplaced gringos converge and clash in this novel from the National Book Award-winning author. Martin Quarrier has come to convert the elusive Niaruna Indians to his brand of Christianity. Lewis Moon, a stateless mercenary who is himself part Indian, has come to kill them on the behalf of the local comandante. Out of this struggle Peter Matthiessen creates an electrifying moral thriller—adapted into a movie starring John Lithgow, Kathy Bates, and Tom Waits. A novel of Conradian richness, At Play in the Fields of the Lord explores both the varieties of spiritual experience and the politics of cultural genocide.




Children at Play


Book Description

Introduction: Play -- Childhood and play in colonial America -- Domesticating children, 1800-1850 -- The arrival of toys, 1850-1900 -- The invasion of children's play culture, 1900-1950 -- The golden age, 1900-1950 -- The commercialization of children's play, 1950 to the present -- Children's play goes underground, 1950 to the present -- Conclusion




Values at Play in Digital Games


Book Description

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.




Bugs at Play


Book Description

Various bugs enjoy playing on swings, with blocks, in a cardboard box, and with other toys and games




At Play in God's Creation


Book Description

Celebrate creativity in this meditative journey for the word-weary. Introducing a quiet, sometimes-playful, always meditative way to engage with God through color, creativity and prayer. At Play in God's Creation is a collection of Daniel Sorensen's evocative, searching drawings, integrated seamlessly with Tara M. Owens' brief prompts and intentions. You'll go on a journey through dark, arched passageways and spacious open fields, meeting God even as He slips between stained glass and sycamores. Color and contemplate, connect, explore and embellish. What a beautiful way to speak with--and listen to--the Divine.