Play Among Books


Book Description

How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.




Play Between Worlds


Book Description

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.




Why We Play


Book Description

Play is one of humanity's straightforward yet deceitful ideas: though the notion is unanimously agreed upon to be universal, used for man and animal alike, nothing defines what all its manifestations share, from childish playtime to on stage drama, from sporting events to market speculation. Within the author's anthropological field of work (Mongolia and Siberia), playing holds a core position: national holidays are called "Games," echoing in that way the circus games in Ancient Rome and today's Olympics. These games convey ethical values and local identity. Roberte Hamayon bases her analysis of the playing spectrum on their scrutiny. Starting from fighting and dancing, encompassing learning, interaction, emotion and strategy, this study heads towards luck and belief as well as the ambiguity of the relation to fiction and reality. It closes by indicating two features of play: its margin and its metaphorical structure. Ultimately revealing its consistency and coherence, the author displays play as a modality of action of its own. "Playing is no 'doing' in the ordinary sense" once wrote Johan Huizinga. Isn't playing doing something else, elswhere and otherwise ?




Among Our Books


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Among Our Books


Book Description




Children and the Theologians


Book Description

The long history of children in theology is told via analysis of some twenty-five theologians, grouped according to six historical periods. Each account examines what a particular theologian thought about children and the experience it was based upon. Four themes that have shaped our attitudes about children in the church emerge from this history: ambivalence, ambiguity, indifference, and grace. The result of this study is to promote a healthier church, which will respect and utilize the distinctive gifts of children. In so doing, theologians will be better able to help clear the way for grace in the postmodern church.




Encyclopedia of Play in Today′s Society


Book Description

CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.




Maternal Child Nursing Care in Canada - E-Book


Book Description

- NEW! Consolidated, revised, and expanded mental health concerns chapter and consolidated pediatric health promotion chapter offer current and concise coverage of these key topics. - NEW and UPDATED! Information on the latest guidelines includes SOGC guidelines, STI and CAPWHN perinatal nursing standards, Canadian Pediatrics Association Standards, Canadian Association of Midwives, and more. - NEW! Coverage reflects the latest Health Canada Food Guide recommendations. - UPDATED! Expanded coverage focuses on global health perspectives and health care in the LGBTQ2 community, Indigenous, immigrant, and other vulnerable populations. - EXPANDED! Additional case studies and clinical reasoning/clinical judgement-focused practice questions in the printed text and on the Evolve companion website promote critical thinking and prepare you for exam licensure. - NEW! Case studies on Evolve for the Next Generation NCLEX-RN® exam provide practice for the Next Generation NCLEX.




Liminal Spaces in Children’s and Young Adult Literature


Book Description

Scholars in the field of children’s literature studies began taking an interest in the concept of “liminal spaces” around the turn of the 21st century. For the first time, Liminal Spaces in Children’s and Young Adult Literature: Stories from the In Between brings together in one volume a collection of original essays on this topic by leading children’s literature scholars. The contributors in this collection take a wide variety of approaches to their explorations of liminal spaces in children’s and young adult literature. Some discuss how children’s books portray the liminal nature of physical spaces, such as the children’s room in a library. Others deal with more abstract portrayals, such as the imaginary space where Max goes to escape the reality of his bedroom in Maurice Sendak’s Where the Wild Things Are. All of the contributors, however, provide keen insights into how liminal spaces figure in children’s and young adult literature.