Circle Play


Book Description

Stretch your creativity, plus have fun as you create beautiful, dramatic quilts!




The Breathing Circle - Play!


Book Description




Circle


Book Description

Multi-award-winning, New York Times best-selling duo Mac Barnett and Jon Klassen deliver the final wry and resonant tale about Triangle, Square, and Circle. This book is about Circle. This book is also about Circle’s friends, Triangle and Square. Also it is about a rule that Circle makes, and how she has to rescue Triangle when he breaks that rule. With their usual pitch-perfect pacing and subtle, sharp wit, Mac Barnett and Jon Klassen come full circle in the third and final chapter of their clever shapes trilogy.




Ten Tiny Toes


Book Description

I LOVE YOU THROUGH AND THROUGH, GOOD NIGHT, I LOVE YOU, and now TEN TINY TOES! Caroline Jayne Church brings her adorable toddler art and lovely rhymes to this joyful twist on the tried-and-true classic, Head, Shoulders, Knees, and Toes. From ears that wiggle to bellies that giggle, Ten Tiny Toes is sure to inspire little ones as they learn to celebrate their "mouth, ears, eyes, nose, and a love that grows and grows."




Draw the Circle


Book Description

The hilarious and deeply moving story of conservative Muslim mother at her wits’ end, a Muslim father who likes to tell jokes, and a queer American woman trying to make a good impression on her Indian in-laws. In a story about family and love and the things we do to be together, one immigrant family must come to terms with a child who defies their most basic expectations of what it means to have a daughter…and one woman will redefine the limits of unconditional love. This unique play compassionately brings to life the often ignored struggle that a family goes through when their child transitions from one gender to another.




Play Anything


Book Description

"An essential read for those seeking to understand how a new idea of play can be positive for our lives." u- Library Journal (STARRED review) /u Play Anything is a profound book: both a striking assessment of our current cultural landscape, and at the same time a smart self-improvement guide, teaching us the virtues of a life lived playfully." u- Steven Johnson, author of How We Got To Now and Everything Bad Is Good For You /u




The Play within the Play


Book Description

The thirty chapters of this innovative international study are all devoted to the topic of the play within the play. The authors explore the wide range of aesthetic, literary-theoretical and philosophical issues associated with this rhetorical device, not only in terms of its original meta-theatrical setting – from the baroque idea of a theatrum mundi onward to contemporary examples of postmodern self-referential dramaturgy – but also with regard to a variety of different generic applications, e.g. in narrative fiction, musical theatre and film. The authors, internationally recognized specialists in their respective fields, draw on recent debates in such areas as postcolonial studies, game and systems theories, media and performance studies, to analyze the specific qualities and characteristics of the play within the play: as ultimate affirmation of the ‘self’ (the ‘Hamlet paradigm’), as a self-reflective agency of meta-theatrical discourse, and as a vehicle of intermedial and intercultural transformation. The challenging study, with its underlying premise of play as a key feature of cultural anthropology and human creativity, breaks new ground by placing the play within the play at the centre of a number of intersecting scholarly discourses on areas of topical concern to scholars in the humanities.




The Circle


Book Description

The Circle is set in the fashionable drawing room of Aston-Adey, the Champion-Cheneys' house in Dorset. Maugham's plot, which may be unfamiliar, contains two triangles, each of a husband, wife, and lover. The first of these includes Clive, a cuckolded husband, Lady Kitty, his ex-wife, and Lord Porteous, her second husband. Thirty years before the start of the play, Lady Kitty ran off to Italy with Lord Porteous, leaving her husband and five-year-old son Arnold to their own devices. The play opens with the return of this now aged couple to England and a family reunion negotiated by Arnold's curious wife. To complicate matters, the earlier abandoned husband Clive intrudes upon the visiting couple, losing no chance to wreak hilarious verbal havoc. The second triangle, one of young people, consists of the stuffy MP and furniture collector Arnold, his lively but bored wife, and their pleasing house guest Teddie. Bringing matters full circle, Elizabeth and Teddie have fallen for each other. The central concern of the play thus becomes whether they will bolt like the lovers of thirty years ago. Maugham's hall of mirrors action wittily calls to mind the famous question: Do people learn anything from the past, or is the only lesson the past has to offer that people have never learned anything from it?




Games of History


Book Description

Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.




Play and Learning in Adulthood


Book Description

This book provides a theoretical and philosophical examination of games, play and playfulness and their relationships to learning and wellbeing in adulthood. It draws on an interdisciplinary literature base (including game-based learning, game studies, education, psychology, and game design) to present a critical manifesto for playful learning in post-compulsory education and lifelong learning. While there is an established body of work in games and learning in adulthood, and a wide literature on the value of play in childhood, the wider potential of play in adulthood and playfulness is under-explored and still emergent. This book offers a comprehensive overview of play in adulthood, exploring the benefits and drawbacks, examining why play in adulthood is different from play in childhood, the role of play in culture, and making an argument for why it is important in our society that we embrace the principles of playfulness.