Designing for Play


Book Description

10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.




Play, Performance, and Identity


Book Description

Play helps define who we are as human beings. However, many of the leisurely/ludic activities people participate in are created and governed by corporate entities with social, political, and business agendas. As such, it is critical that scholars understand and explicate the ideological underpinnings of played-through experiences and how they affect the player/performers who engage in them. This book explores how people play and why their play matters, with a particular interest in how ludic experiences are often constructed and controlled by the interests of institutions, including corporations, non-profit organizations, government agencies, religious organizations, and non-governmental organizations (NGOs). Each chapter explores diverse sites of play. From theme parks to comic conventions to massively-multiplayer online games, they probe what roles the designers of these experiences construct for players, and how such play might affect participants' identities and ideologies. Scholars of performance studies, leisure studies, media studies and sociology will find this book an essential reference when studying facets of play.




Video Game Spaces


Book Description

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.




The Power of Pawns


Book Description

If you want to improve at chess, you must know the characteristics of typical pawn formations. Understanding the pawn structure is a key tool when you are evaluating a position on the board. One simple pawn move can ruin your position or win the game. Post-beginners should know the basic essentials of chess structures and that is what this modern training manual focuses on. Experienced chess teacher Grandmaster Jörg Hickl helps you to recognize the important characteristics of pawn structures, learn how you can and should develop your pieces, identify how you can improve your position and develop a plan of action. This book provides common sense guidance and Jörg Hickl uses practical examples to explain typical structures, strategies and plans. His tips and exercises are both highly enjoyable and to the point.




Black & Decker Play Structures & Backyard Fun


Book Description

Thrill your kids and keep them physically active with the projects in BLACK+DECKER Play Structures & Backyard Fun, offering start-to-finish DIY instructions for building the most popular play sets, games, and backyard structures. The only outdoor kids' project book that features complete step-by-step plans and color photos, this easy-to-use guide shows you exactly how to do the job. And a thorough section on building kids' projects safely will ensure you are doing it right. The customizable projects cover a range of DIY skill levels, from beginner to advanced intermediate. Just a few of the entertaining projects: • Sand boxes • Jungle gyms • Tree swing • Playhouses • Swing sets • Skateboard ramp Build some of these play structures and provide countless hours of outdoor entertainment for your kids.




Pawn Structure Chess


Book Description

Every chess player needs to know how to handle his pawns. Pawns form the 'playing fields' of chess games, a semi-permanent 'structure' that can determine whether a player wins or loses. This comprehensive guide to pawn structure teaches the reader where pieces are best placed, which pawns should be advanced further or exchanged, and why certain structures are good and others disastrous. This invaluable book is a major update of this chess-world classic, first published in 1975 and unavailable for several years.




Anime and the Visual Novel


Book Description

This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.




The Code of Federal Regulations of the United States of America


Book Description

The Code of Federal Regulations is the codification of the general and permanent rules published in the Federal Register by the executive departments and agencies of the Federal Government.




Action Strategies for Deepening Comprehension


Book Description

This book provides a wealth of enactment techniques that help students apply their social, physical, and intellectual selves to the books they read to help improve their comprehension.




Play Directing


Book Description

Play Directing describes the various roles a director plays, from selection and analysis of the play, to working with actors and designers to bring the production to life. The authors emphasize that the role of the director as an artist-leader collaborating with actors and designers who look to the director for partnership in achieving their fullest, most creative expressions. The text emphasizes how the study of directing provides an intensive look at the structure of plays and acting, and of the process of design of scenery, costume, lighting, and sound that together make a produced play.