S is for Street Games


Book Description

Follow Cindy and Wade through a hot New York City summer as their family gears up for a move to Long Island. Cindy loves life in the city, particularly the games she and her friends play in their neighborhood. There’s no way Long Island can compare—right? S is for Street Games takes readers through the alphabet with urban and suburban sights and sounds and plenty of retro games.




Children's Games in Street and Playground


Book Description

An account of the games which children between the ages of six and twelve invent or perform out-of-doors for their own enjoyment







Street Games


Book Description

RICHARD M. ABRAMS, a retired U.C. Berkeley professor of modern U.S. history, recreates the many games, some of them now all-but extinct, played in the city streets daily by boys and girls during the turbulent era of the Great Depression, the Second World War, and the increasingly prosperous post-war environment. Abrams was born in Brooklyn in 1932 when cramped urban living quarters were commonplace, and limited income constricted access to organized sports venues and equipment. His was "an outdoor generation" forced to depend on inventive use of scarce resources. From many conversations over the years with his children, colleagues, friends, and students, he came to realize how few people today have any idea of the kinds of recreation that filled daily life for young city people in the years of his own youth. Street Games is a combination of Abrams's reminiscences of the games he played and his placement of those activities in the social history of the period, often highlighting its contrast with the world we know today. The work is compelling, informative, and fast-paced in its description of a mostly lost piece of history. It is also fascinating for its speculations about such things as the hidden meaning of "It" in games of tag, the small regard for safety (helmets? face masks? seat belts?), and the complex character of racism and ethnic tensions in those times. One reader of the manuscript remarked, “I have not read in many years anything that gave me so much pure, sustained pleasure.” RICHARD M. ABRAMS was educated in the public schools of Brooklyn. He earned his BA, MA, and Ph.D. degrees at Columbia University. He began his teaching career at Columbia in 1957. He moved to the University of California in Berkeley in 1961, where he taught until retiring in 2007. He is married to Marcia Ash Abrams, and they have three children and four grandchildren. He has been a visiting professor of history in London, Moscow, Beijing, and Innsbruck, and has lectured widely in Europe and Asia. His other books include: Conservatism in a Progressive Era; The Burdens of Progress; and most recently, America Transformed.




The Child and Childhood in Folk Thought


Book Description

1896. The Child in Primitive Culture. Contents: Child-Study; The Child's Tribute to the Mother; The Child's Tribute to the Father; The Name Child; The Child in the Primitive Laboratory; The Bright Side of Child-Life: Parental Affection; Childhood the Golden Age; Children's Food; Children's Souls; Children's Flowers, Plants, and Trees; Children's Animals, Birds, etc.; Child-Life and Education in General; The Child as Member and Builder of Society; The Child as Linguist; The Child as Actor and Inventor; The Child as Poet and Musician; The Child as Teacher and Wiseacre; The Child as Judge; The Child as Oracle-Keeper and Oracle-Interpreter; The Child as Weather-Maker; The Child as Healer and Physician; The Child as Shaman and Priest; The Child as Hero, Adventurer, etc.; The Child as Fetich and Divinity; The Child as God: The Christ-Child; Proverbs, Sayings, etc., about Parents, Father and Mother; Proverbs, Sayings, etc., about the Child, Mankind, Genius; Proverbs, Sayings, etc., about Mother and Child; Proverbs, Sayings, etc., about Father and Child; Proverbs, Sayings, etc., about Childhood, Youth, and Age; and Proverbs, Sayings, etc., about the Child and Childhood.




Understanding Video Game Music


Book Description

Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.




The Child


Book Description




Citizenship, Subversion, and Surveillance in U.S. Ports


Book Description

This book argues first, that the forces of industrialization that transformed ship technology simultaneously transformed the working-class lives of merchant seamen, intensifying class conflict and producing collective networks of subversion and resistance within the urban borderland spaces of sailortowns in which sailors fought to maintain control over their mobility, agency, and rights. Second, that given their social, cultural, economic, geographic, and legal marginalization, merchant seamen have occupied essential roles at the parameters of US urban, legal, labor, immigration, and wartime history. Third, that the constellation of these histories, embedded in the encounters and negotiations that merchant seamen provoked along the nation’s coastlines and sailortowns, collectively represents a unique and essential perspective on the history of US citizenship.




Resonant Games


Book Description

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.




Street Games


Book Description

In this remarkable cycle of stories, each work is assigned an address and features separate lives that are part of a larger neighborhood. Brown is the author of the bestselling novel "Before and After" as well as "Half a Heart, Civil Wars" and others.