The Checkerboard Game of Life


Book Description

Each of us is given a gift—the gift of life. At times, some may wish they could exchange their gift for a different version. Since that’s not possible, we have to deal with what we are given. We have to learn how to play the game. Developing you is huge in understanding the gift of life. In her book, The Checkerboard Game of Life, author Vickie Edwards Smith tells Eva’s story. Like most of us, she wants to get the most out of life. She’s always thought of life as a game of checkers. Life makes its move and then it’s her turn to make hers. Each move she makes is her choice. Life’s moves may make hers more difficult—and she’s certainly had trying times—but she manages to jump them and win. The Checkerboard Game of Life takes you on Eva’s journey, which may be much like your own. Seeing how Eva handles her situations will give you a clearer understanding of how to develop inner peace and understand how you arrived where you are today. Learn how to create a map for living a balanced, more fulfilling life and see life as a gift.




Timeless Toys


Book Description

The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!




Who Was Milton Bradley?


Book Description

Meet the man behind the board games: Milton Bradley. Born in Maine in 1836, Milton Bradley moved with his family to the working-class city of Lowell, Massachusetts, at age 11. His early life consisted of several highs and lows, from graduating high school and attending Harvard to getting laid off and losing his first wife. These experiences gave Bradley the idea for his first board game: The Checkered Game of Life. He produced and sold Life across the country and it quickly became a national sensation. Working with his company, the Milton Bradley Company, he continued to produce board games, crayons, and kid-friendly school supplies for the rest of his life. He is often credited as the father of board games, and the Milton Bradley Company has created Battleship, Jenga, Yahtzee, Trouble, and many more classic games.




It's All a Game


Book Description

Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations.




Who, in Fact, You Really Are


Book Description

Ever wonder about the meaning of life? Why we're here? What the Universe is all about? The force that expressed itself through Jesus, Buddha, Krishna, Mohammed, Edgar Cayce and other great avatars who served as channels for what is commonly referred to as God communicates again today as the world begins to enter a period of Spiritual Ascension with a new consciousness and awareness. This force, which refers to itself as Cosmic Awareness, has dictated this book as a set of 144 carefully structured lessons that took over 10 years to create. They are designed to lead you, step by step, from where you are to where you want to be. This amazing information begins with Cosmic Awareness explaining what It is, how the Universe was created, and leads you through birth, childhood, adulthood, magic, sex, death and far beyond into other dimensions - explaining all of the mysterious "Secrets of the Universe" that everyone is looking for the absolute answer of "Who, In Fact, You Really Are."




Americanness


Book Description

Americanness: Inquiries into the Thought and Culture of the United States analyzes several core themes that connect Americans because of, and despite, their pronounced diversity. The book investigates shared ideas and ideals, such as individualism, mobility, materialism, and future-orientation, that drive an overarching American worldview. Simon J. Bronner begins with ideas of space and time as they formed and changed through the history of the United States, before moving to the emergence of modern American culture. He examines reasons America is characterized as having a "victory culture" that extends to the American legal, military, and business complexes. This victory culture is further analyzed by looking at the country’s relationship with the game of football—a sport that thrives in America but has not caught on in other countries. Finally, the volume probes American consumerism driven by a desire for individual prosperity in a supposedly egalitarian society. Using interdisciplinary approaches drawn from psychology, sociology, ethnology, and history, Bronner seeks explanations for people invoking, and evoking, ideas that they perceive as American. This book would be an invaluable addition to courses on American history, sociology, cultural studies, and American studies.




Exploring the History of Childhood and Play through 50 Historic Treasures


Book Description

A full-color trip through the treasures of American Childhood from 1650 to today. Remember the toys you played with when you were growing up? Each of those objects has a story to tell about the history of American childhood and play. Construction toys like Lincoln Logs and Erector Set offer insight into America’s booming urban infrastructure in the early 1910s and 20s, and the important role toys played in preparing children for future careers in engineering and architecture. A stuffed toy monkey from Germany tells the story of young Jewish refugees to the United States during World War II. The board game Candyland has its origins in the dreaded polio epidemic of 1950s. Exploring Childhood and Play Through 50 Historic Treasures brings together a collection of beloved toys and games from the last two centuries to guide readers on a journey through the history of American childhood and play, 1840-2000. Through color photographs and short essays on each object, this book examines childhood against the backdrop of culture, politics, religion, technology, gender, parenting philosophies, and more. The book features ten categories of objects including board and electronic games, dolls, action figures, art toys, optical toys, animal toys, construction sets, and sports. Each essay tells the story of the individual object its historic context, and each passage builds upon one another to create a fascinating survey of how childhood and play changed over the course of two centuries.




Work-Life Balance in Architecture


Book Description

This book seeks to improve the work lives of architects of diverse demographics who do not fit, or want to replicate, the traditional ‘24/7’ white-male architect lifestyle. Aimed at a workforce whose life and career expectations have changed drastically in recent years, it helps readers of different generations to make informed choices about their careers – enabling students, educators, and professionals to prioritise wellbeing and offer their design and practice voice to enhance a built environment for all. Work-Life Balance in Architecture examines what it means to play the ‘game of architecture’ – to choose to study and pursue a career in architecture rather than another profession. The book shows the economic, social, and professional structures within which architectural education and practice operate and reveals the impact of a corporate, neoliberal ‘big business’ mentality on wellbeing. After setting out the context exacerbating work-life imbalance, the book discusses the paths an architect may take – whether this leads to a career in practice or not in architecture at all – and how alternative gameplay moves can advantage or disadvantage those of different gender, class, ethnicity, race, or age at different career stages. It concludes by examining how the places in which an architect works, the time available to work and critiques of perpetual neoliberal economic growth can enhance the lives of all architects today.




Game of Life Cellular Automata


Book Description

In the late 1960s British mathematician John Conway invented a virtual mathematical machine that operates on a two-dimensional array of square cell. Each cell takes two states, live and dead. The cells’ states are updated simultaneously and in discrete time. A dead cell comes to life if it has exactly three live neighbours. A live cell remains alive if two or three of its neighbours are alive, otherwise the cell dies. Conway’s Game of Life became the most programmed solitary game and the most known cellular automaton. The book brings together results of forty years of study into computational, mathematical, physical and engineering aspects of The Game of Life cellular automata. Selected topics include phenomenology and statistical behaviour; space-time dynamics on Penrose tilling and hyperbolic spaces; generation of music; algebraic properties; modelling of financial markets; semi-quantum extensions; predicting emergence; dual-graph based analysis; fuzzy, limit behaviour and threshold scaling; evolving cell-state transition rules; localization dynamics in quasi-chemical analogues of GoL; self-organisation towards criticality; asynochrous implementations. The volume is unique because it gives a comprehensive presentation of the theoretical and experimental foundations, cutting-edge computation techniques and mathematical analysis of the fabulously complex, self-organized and emergent phenomena defined by incredibly simple rules.




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.