Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




Power Play


Book Description

“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.




Playing His Games


Book Description

Fantasies. We all have them.The night I go home with him, he's mine.Dark. Dominant. His hot Brit accent makes me wet. He has secrets. A past. A son.But that night, I only know I want him.I'm not a one-night stand kind of girl.I don't get drunk.Don't go home with handsome strangers.I'd never creep out next morning,Without exchanging names.Until I do.Until he finds me again,And melts my inhibitions.Until I'm dancing to his dark tune, And bending my rules. I shouldn't-I won't-fall for him.But I can't stop playing his games.




Rules of Play


Book Description

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.




Playing at the World


Book Description

Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.




The Games Book


Book Description

This terrific compendium includes traditionalindoor and outdoor games that have beenenjoyed by generations of children and theirparents before them. Full instructions areincluded for each game, so learning andrelearning your favourites is easy and fun!Remember how to play:Spooky games like Wink MurderClassic games like jacks, marbles, and hopscotchOutdoor games like Capture the Flag and Hide and SeekCard games like gin rummymore!




Playing Their Games


Book Description

In this this page-turning spin-off prequel to the Playing Dirty and Notorious duology, national bestselling author Kiki Swinson burns up the page with calculating characters, ingenious plot twists, and a ruthless depiction of Southern conniving, rising--and taking the final hard fall. Now she brings you back to the 1990s at the start of wild-card lawyer Yoshi Lomax's career, as her first elite white-shoe-law job puts an inescapable target on her back... Burning up the page with ingenious plot twists, calculating characters, and a ruthless depiction of Southern conniving, rising--and taking the final hard fall--national bestselling author Kiki Swinson brings readers back to the start of wild-card lawyer Yoshi Lomax's career, where her first elite white-shoe-law job puts an inescapable target on her back . . . Never one to play by any rules, Yoshi Lomax is determined to make good at an internship with one of Manhattan's most prestigious law firms. She's being mentored by the brilliant twin brother legal lights who are her parents' friends. And with her unexpected knack for helping the city's wealthy, powerful clients finagle their way out of major trouble, even she is surprised at how bright her future shines . . . No one will tell . . . Until Yoshi discovers the firm uses any means necessary to get their clients off--including kidnapping, life-destroying scandal, and murder. And the dark heart of the company is a super-secret society fueled by dangerous desires that have no limit--and no way out. Even for the ever-resourceful, ethically-dubious Yoshi, this is bad news she wants no part of . . . No one can survive . . . Now armed with secrets too lethal to keep, Yoshi will leverage all her skill and unpredictable maneuvers to take down the twins. But with those she cares about most on the firing line, will her one unthinkable play too far be the move that takes her down for good?




How to Play Video Games


Book Description

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.




Your Worst Poker Enemy: Master The Mental Game


Book Description

AT THE TABLE, YOU'RE YOUR OWN WORST ENEMY. --Stu Ungar, the world's greatest poker player Do you play hands you should fold? Do you sometimes go too far with hands, hoping to get lucky while knowing that the pot odds don't justify calling? Ever kept playing even when you knew you were off your game because you were losing and wanted to get even? Have you let anger or destructive urges affect the way you play even though you know better? Don't despair! Now, in Your Worst Poker Enemy, psychologist Dr. Alan Schoonmaker shows you how to reap the full benefits of the poker knowledge you already have by helping you to identify and stop psychologically based mistakes. This must-have book also features detailed sections that examine crucial points far beyond the scope of most other poker strategy guides, including: • Using Intuition vs. Logic • Evaluating Yourself and the Opposition • Understanding Unconscious and Emotional Factors • Adjusting to Changes • Handling stress Dr. Schoonmaker will help you to recognize and defeat the often crippling psychological factors that distort your perceptions about yourself, other players, and the game itself and send you on your way to becoming the best poker player you can be! Alan N. Schoonmaker, Ph.D, is the author of the top-selling The Psychology of Poker and is a columnist for Card Player magazine. He received his Ph.D. in Psychology from UC Berkeley and has conducted research and taught at UCLA, Carnegie-Mellon, and Belgium's Catholic University of Louvain. He lives in Las Vegas.




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.