Rangoli


Book Description




Weird Sports and Wacky Games around the World


Book Description

With hundreds of books dedicated to conventional sports and activities, this encyclopedia on the weirdest and wackiest games offers a fresh and entertaining read for any audience. Weird Sports and Wacky Games around the World: From Buzkashi to Zorbing focuses on what many would consider abnormal activities from across the globe. Spanning subjects that include individual games, team sports, games for men and women, and contests involving animal competitors, there is something for every reader. Whether researching a particular country or region's traditions or wanting an interesting read for pleasure, this book offers an array of uses and benefits. Though the book focuses on games and sporting activities, the examination of these topics gives readers insight into unfamiliar places and peoples through their recreation—an essential part of the human experience that occurs in all cultures. Such activities are not only embedded in everyday life but also indelibly interconnected with social customs, war, politics, commerce, education, and national identity, making the whimsical topic of the book an appealing gateway to insightful, highly relevant information.




Games Around the World


Book Description

Each book in 8142--TIME For Kids Nonfiction Readers: Fluent Kit is available in a set of six.For add-on purchases, each 6-pack includes 6 copies of this title and a lesson plan, packaged in a self-sealing vinyl bag.Word Count: 873TCM (Teacher Created Materials) Level: 3.1Guided Reading Level: NEarly Intervention Level: 21DRA (Developmental Reading Assessment) Level: 30




Sidewalk Games Around the World


Book Description

Describes various games played by children in countries around the world, describing the places where the games are played and the directions and equipment needed for each game.




Video Games Around the World


Book Description

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela




Encyclopedia of Play in Today′s Society


Book Description

CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.




Children Today


Book Description




Fifty Years of Begging


Book Description

A consummate and innovative entrepreneur and fundraiser, by the 1950s Dr. J. Calvitt Clarke was running the worlds largest Protestant organization dedicated to the welfare of children. Yet while Dr. Clarkes life and accomplishments make him one of the twentieth centurys foremost and beloved figures in philanthropy, his legacy is sometimes recorded with confusion, contradiction, and even outright error. In Fifty Years of Begging, Dr. J. Calvitt Clarke III, author and grandson to Dr. Clarke, navigates the complexities of Dr. Clarkes personality and intellectual lifeand yes, even their contradictionsto offer a detailed and heartfelt profile of this compelling man. Based on hundreds of newspapers and extensive archival researchincluding a large cache of family papersFifty Years of Begging is inspired by Dr. Clarkes own badly fragmented and scattered manuscript of his unfinished memoirs. Although both Dr. Clarke and his grandson called Richmond their home, while growing up the author did not know his grandfather well. On the other hand, his work on his grandfather Clarkes biography did set him on an exciting and enjoyable road of discovery, one that would reveal Dr. J. Calvitt Clarkes proud heritage and lasting legacy of philanthropy and service.




Promoting a Global Community Through Multicultural Children's Literature


Book Description

You will find this book invaluable for teaching students the beauties of diversity and for building understanding of cultures from around the world. This book features more than 800 titles, both single volume and series, selected for their multicultural content and compelling reflections of the social issues of diverse cultures. The more than 100 interdisciplinary application strategies for titles range from reading aloud with follow-up discussions to social activism. Fully indexed by author and title, this guide includes Web sites for literature integration, contact information, a discussion of the benefits of multicultural literature, and suggestions for further reading. The perfect guide for introducing students to other cultures and customs.




Video Games and the Global South


Book Description

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.