Board Game Family


Book Description

A roadmap to integrating board gaming into family life, filled with inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. In The Board Game Family: Reclaim your children from the screen, Ellie Dix offers a roadmap to integrating board gaming into family life and presents inspiring ways to engage even the trickiest of teenagers and manage game nights with flair. Many parents feel as if they are competing with screens for their children's attention. As their kids get older, they become more distant leading parents to worry about the quality of the already limited time they share. They yearn for tech-free time in which to reconnect, but don't know how to shift the balance. In The Board Game Family, teacher and educationalist Ellie Dix aims to help fellow parents by inviting them and their families into the unplugged and irresistible world of board games. The benefits of board gaming are far-reaching: playing games develops interpersonal skills, boosts confidence, improves memory formation and cognitive ability, and refines problem-solving and decision-making skills. With these rewards in mind, Ellie shares a wealth of top tips and stealthy strategies that parents can draw upon to unleash the potential of those dusty game boxes at the back of the cupboard and become teachers of outstanding gamesmanship equipped to navigate the unfolding drama of competition, thwart the common causes of arguments and bind together a happier, more socially cohesive family unit. The book contains useful tips on the practicalities of getting started and offers valuable guidance on how parents can build a consensus with their children around establishing a set of house rules that ensure fair play. Ellie also eloquently explains the 'metagame' and the key elements of gamification (the application of game-playing principles to everyday life), and describes how a healthy culture of competition and good gamesmanship can strengthen relationships. Furthermore, Ellie draws upon her vast knowledge to talk readers through the different types of board games available for example, time-bound or narrative-based games so that they can identify those that they feel would best suit their family's tastes. The book complements these insights with a comprehensive appendix of 100+ game descriptions, where each entry includes a brief overview of the game and provides key information about game length, player count and its mechanics. Ideal for all parents of 8 to 18-year-olds who want to breathe new life into their family time.




10 Best Board Games For Family Fun And Happiness


Book Description

Utilize your brainy deductive skills to work out which suspicious character killed Mr. Body and how and where the murder was perpetrated




Family Fun Night: The Third Edition


Book Description

From New York Times best-selling parenting book author Cynthia Copeland comes the third edition of Family Fun Night, featuring over a year's worth of great ideas that foster family togetherness. More than ever, family time faces stiff competition from other activities: video games, iPhone apps, texting, and social media. Family Fun Night: The Third Edition offers the antidote: tips and advice for establishing weekly family time, as well as hundreds of specific ideas for spending quality time together, with an emphasis on "unplugged" activities. This fun and comprehensive book features ways to interest teens (let each one invite a friend or allow them to play their music in the background on game night), how to contend with a large age range (form teams or play games of chance rather than skill), and ways to manage competitiveness among siblings (play cooperative games or ones where players change teams throughout). From clever twists on timeless classics to brand new games your family will love, this book offers something for every family, during every month of the year. Interested in family-friendly card games? Want suggestions for outdoor family games? Need ideas for a digital detox family weekend? Looking for ideas for last-minute game nights or for game nights that cost under $10.00? It’s all covered in this reader-friendly guide, along with ideas for snacks and meals that complement each family night theme, complete with charming illustrations! Inside you’ll find: - Ideas for last-minute family nights - Recipes for easy, kid-friendly meals and snacks - Multi-generational activities for the whole gang - Charitable ideas for giving back together - Games and activities for shoestring budgets Whether you use this book to brainstorm ideas for your own unique night or follow each game night to the last detail, you will find that family playtime creates wonderful memories that will last forever.




Make Your Own Board Game


Book Description

Tabletop board games are having a comeback, and especially within a younger, tech-y audience who enjoys the challenge and opportunity to work in an analog sphere. Game design expert Jesse Terrance Daniels teaches all the fundamentals of game design, from rule-setting to physical construction, along with original illustrations that capture the ethos and energy of the young, contemporary gaming community. Readers will learn the “building blocks” of game design, including game components, rules, and gameplay mechanics, and then how to craft a game, with a variety of examples and design prompts. After completing Make Your Own Board Game, readers are equipped with a broad understanding of game construction and flow and ready to create games that are playable and satisfying, while also expressing the makers’ unique creativity and passions.




A-E


Book Description




Game Play


Book Description

The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety.




Handbook of Evidence-Based Treatment Manuals for Children and Adolescents


Book Description

With the advance of evidence-based practice has come the publication of numerous dense volumes reviewing the theoretical and empirical components of child and adolescent treatment. There are also a variety of detailed treatment manuals that describe the step-by-step procedures to guide ongoing research and practice. The second edition of Craig Winston LeCroy's Handbook of Evidence-Based Child and Adolescent Treatment Manuals is a forceful combination of the two approaches, as he gathers fifteen varied treatment manuals and brief summaries of the research supporting each to ensure that practitioners will truly understand how to implement the treatments they are using. A completely revised and expanded edition of the handbook's first edition, this is an essential guide to some of the best programs for helping children and teens. Each chapter begins with an explanatory section that discusses the theoretical and empirical underpinnings of the programs. The treatment manual follows, leading readers through sessions with specific details about conducting the treatment that have been refined and improved through extensive testing and research. Organized into three sections: the major clinical disorders, social problems confronting children and teens, and preventive interventions the Handbook brings together some of the most esteemed researcher-practitioners in the child and adolescent field. The book presents an impressive variety of innovative treatment programs and techniques including: the SiHLE program (intended to prevent problems confronting children and teens, and preventive interventions the Handbook brings together some of the most esteemed researcher-practitioners in the child and adolescent field. The book presents an impressive variety of innovative treatment programs and techniques including: the SiHLE program (intended to prevent HIV through education and self-esteem building), the Children of Divorce Intervention Program (a therapy for younger children stressing resilience and skill-building), and Strengths Oriented Family Therapy (which reaches out to substance-involved adolescents and their families). The Handbook of Evidence-Based Child and Adolescent Treatment Manuals is an indispensable reference for researchers, graduate students, and practitioners working with children and adolescents in a multitude of settings, from schools and juvenile correction centers to group homes and family service agencies.




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.







Material Game Studies


Book Description

This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.