Games and Play in the Creative, Smart and Ecological City


Book Description

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760




The Social Imperative


Book Description

This book contains multiple short critiques, reflections and manifestos, affording each contributing architect and intellectual the time and space to imagine new social paradigms in China. Emerging from a tumultuous history of high culture and complex territorial conditions, there is nothing straightforward about the social development of China. The complexity of the social practices developed by architects and shapers of the built environment can be explained in part by the last three decades of an intensified adoption of the market economy by the Communist Party of China, after an equally short three decades of closed-door communist control. There is no political meltdown like the democratization of the former Communist Bloc, but there is a constant managing of discontent and resistance across China. At the apex of the many creative and intellectual forces in China, architects harbor and give form to many tactics of resistance. Unfortunately, architects are also the instruments and minds complicit with profit-mongering developers and governments, pursuing unchecked urbanization, degradation of the environment, exploitation of the marginalized, and the creation of a very inequitable China. This book begins with an introduction that defines the forms and tendencies of China’s society as it stands today, and it positions the work of a small number of architects and intellectuals who are at the forefront of reforming, rethinking and even revolutionizing the Chinese society. Beneath the veneer of a very successful China that the world readily acknowledges, a quiet revolution is taking place within the realms of architecture and the city. The social, architectural and urban theories documented in this book are organized around the established canons of social actions – from mobilizing, laboring, resisting and mediating, to networking, controlling, rationalizing and aestheticizing. This book aims to put the social agenda squarely back in the rapid development of the built environment in China. This publication is the culmination of a three-year study of social issues in the architecture and cities of China. It involved visits to sites undergoing massive change, discussions and debates among architects and critics, reflections by practitioners about their own work, and activists lobbying for social change. Supported by the non-profit AA Asia, the edition of the contents relied heavily on original input and exchanges between architects and theorists committed to China, from Asia and beyond. Since the 1990s, AA Asia remains one of a few unique think tanks committed to the study of architecture and cities in Asia. As an advocacy with strong academic roots, it seeks to establish the differences across various postcolonial and Asian contexts, and recalibrate the role of architecture in a technocratic era dominated by the global economy. With Contributions of Robert Adams, Lee Ambrozy, Yung Ho Chang, Chen Ling, Jeremy Chia, Cui Kai, Dong Gong, Dong Yugan, Mario Gandelsonas, Han Tao, Andrei Harwell, He Jianxiang, Hu Yan, Hua Li, Huang Weiwen, Huang Wenjing, Jiang Jun, Jeffrey Johnson, Michael Kokora, Kengo Kuma, Andrew Lee, Joan Leung Lye, Li Han, Li Hu, Li Shiqiao, Nartano Lim, William S.W. Lim, Liu Jiakun, Liu Kecheng, Liu Yichun, Long Ying, Ma Qingyun, Robert Mangurian, Meng Yan, Ou Ning, Alan Plattus, Mary-Ann Ray, Daan Roggeveen, Ruan Hao, Eunice Seng, Shi Jian, Victor Su, Sun Yimin, Wang Fei, Wang Shu, Wang Yan, H. Koon Wee, Shirley Woo, Wu Gang, Wu Liangyong, Xu Tiantian, Rocco Yim, Yu Kongjian, Zhang Ke, Zhao Liang, Zhou Yi, Zhu Tao, Zhu




The Opt-Out Effect


Book Description

&>will control your brand relationship, there’s only way to win: help them do it. The Opt-Out Effect shows you how. Marketing thought leader Gerald Smith brings together new research data, powerful strategies, and indispensable tools for implementing customer-centric brand management that supports today’s customers and earns their loyalty. You’ll master new digital brand management best practices hands-on, via realistic exercises and well-tested worksheets and templates you can use in your own environment. Nicholson and Smith ground their recommendations in evidence, unveiling important new research from Pitney Bowes and Kitewheel that illuminates the viewpoints of nearly 1,000 marketers and 1,000 consumers across several leading industries. Learn how to: Quantify what opt-out is costing your business in dollars and cents Control opt-out by empowering customers with opt-up, opt-down, and opt-in user preferences Reframe brand strategy as customer-centric, building on radically new assumptions, languages, and beliefs about marketing Use customer analytics to listen to, sense, and engage customers “in the moment” Apply customer-centric concepts such as Opt-Out Monetization, Customer-Driven Brand Loyalty, Customer-Driven Lifetime Value, and Customer-Driven Brand Equity Profitably empower customers to control their messaging, media, channels, offerings, and more Integrate your key customer relationship measures in a complete e-driven customer managed marketing framework that helps you clarify your goals, priorities, and performance




Federal Supplement


Book Description




Social Studies Games


Book Description

"Social studies games contains 28 card games related to such topics as geography, history, exploration, and government"--Introduction







Compass - Manual for Human Rights Education with Young People (2012 edition - fully revised and updated)


Book Description

Human rights cannot be defended by legal measures alone. They need to be protected and safeguarded by everyone, including young people. Human rights are best respected and appreciated when we know them, stand up for them and apply them in our lives.COMPASS provides youth leaders, teachers and facilitators of human rights education activities, whether professionals or volunteers, with concrete ideas and practical activities to engage, involve and motivate young people in living, learning and acting for human rights. It promotes a comprehensive perspective on human rights education and sees young people as actors for a culture of universal human rights.COMPASS was originally published in 2002 and is now available in more than 30 languages. A version specifically designed for human rights education with children - COMPASITO - enjoys a similar success. This fully revised and updated edition includes new activities and information about human rights issues such as disability and disablism, migration, religion, remembrance, war and terrorism.COMPASS is a practical tool and resource for citizenship and human rights education. It is an essential companion for all those who are curious and interested in making the right to human rights education a reality for everyone.




Eloquent Design


Book Description

Humans’ first attempts to record their thoughts resulted in images painted in the decorated caves throughout Europe, known as Upper Paleolithic Art. As humans developed written alphabets to record their thoughts in words, the images they painted and the words they wrote competed for attention. As the “Sister Arts” tradition attests, words and pictures have developed along distinct, though related, lines. With the rise of New Media, however, the innovative inter-animation of words and pictures in the screen space of the computer deserves – and requires – artists and designers and rhetoricians to take a fresh look at the complexities of human communication, particularly the way in which words and pictures share commonalities. The range of image-texts, from cave to computer, from palimpsests to pixels, demands critical attention from modern designers who create innovative image-texts for New Media. Eloquent Design: Essays on the Rhetorics of Vision explores ancient image-making as a basis for understanding the modern uses of image-texts in New Media. Eloquent Design also considers the current state of imaginative design from the Sister Arts tradition to Gestalt theories of vision to social semiotics of image-texts. Moreover, Eloquent Design proposes a generative method for creating image-texts, a technique called “Rhetorical Vision.” Applications of the generative mode of Rhetorical Vision give rise to the innovative designs of palimpsests and experimental modes of writing, such as creative nonfiction. Essays in Eloquent Design outline a method for teaching Rhetorical Vision as the inter-animation of words and pictures.




Playable Cities


Book Description

This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.




Space Time Play


Book Description

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?