World Games
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Author |
: Asi Burak |
Publisher |
: Macmillan + ORM |
Total Pages |
: 237 |
Release |
: 2017-01-31 |
ISBN-10 |
: 9781250089342 |
ISBN-13 |
: 1250089344 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Power Play by : Asi Burak
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author |
: Frederic V. Grunfeld |
Publisher |
: |
Total Pages |
: 292 |
Release |
: 1977 |
ISBN-10 |
: PSU:000024899079 |
ISBN-13 |
: |
Rating |
: 4/5 (79 Downloads) |
Synopsis Games of the World by : Frederic V. Grunfeld
Author |
: Cristopher Nash |
Publisher |
: Taylor & Francis |
Total Pages |
: 346 |
Release |
: 2024-10-31 |
ISBN-10 |
: 9781040145197 |
ISBN-13 |
: 1040145191 |
Rating |
: 4/5 (97 Downloads) |
Synopsis World-Games by : Cristopher Nash
Contemporary readers face a literature that seems to ‘speak for’ them, yet they often struggle to say just how or why. Out of the deluge of works from such writers as Barth, Barthelme, Beckett, Borges, Brooke-Rose, Burroughs, Butor, Calvino, Cortázar, Federman, Fuentes, Le Guin, Márquez, McElroy, Nabokov, O’Brien, Pynchon, Robbe-Grillet, Sanguineti, Sarraute, Sollers, Sukenick, Tolkien, Vonnegut, new words and world-models that demand understanding fill the air. Yet they seem frequently beyond reach because the framework of ideas within which this often brilliant but seemingly bewilderingly disparate flood of discourses might make sense remains largely unexpressed. Beginning with the first concisely concerted assessment in English of the premisses and practice of Realism as viewed by those who feel that there is no choice but to move on, this book (first published in 1987) confronts the vocabulary and rhetoric of current radical theory with the actual procedures of post-war fiction. In a spirit of challenging experiment, it scrutinizes the themes, motifs, and strategies of contemporary narrative and reveals an unsuspected continuity of hitherto concealed premisses and dilemmas built into recent postmodern and poststructuralist thought. As provocative as the literature it regards, it proposes that anti-Realism is no longer merely a ‘movement’ – that it has become a massive and equally conventionalized and problematical tradition living alongside Realism throughout the Western world.
Author |
: Benjamin Stokes |
Publisher |
: MIT Press |
Total Pages |
: 287 |
Release |
: 2020-04-07 |
ISBN-10 |
: 9780262356930 |
ISBN-13 |
: 0262356937 |
Rating |
: 4/5 (30 Downloads) |
Synopsis Locally Played by : Benjamin Stokes
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Author |
: Josh Pang |
Publisher |
: Josh Pang |
Total Pages |
: 193 |
Release |
: |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis World Game by : Josh Pang
My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone” — the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.
Author |
: Jon Peterson |
Publisher |
: |
Total Pages |
: 698 |
Release |
: 2012 |
ISBN-10 |
: 0615642047 |
ISBN-13 |
: 9780615642048 |
Rating |
: 4/5 (47 Downloads) |
Synopsis Playing at the World by : Jon Peterson
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Author |
: Frank Barry |
Publisher |
: Lulu.com |
Total Pages |
: 363 |
Release |
: 2007-12-01 |
ISBN-10 |
: 9781435704954 |
ISBN-13 |
: 1435704959 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Greatest Game by : Frank Barry
THE INTERSECTION OF MONEY, BUSINESS AND GEOPOLITICS IS PERILOUS. Frank Thro is thrust into the middle of Big Oil, world-wide sports, and doping. Someone is impersonating his long-dead father. The peril is just beginning.
Author |
: Mark J. P. Wolf |
Publisher |
: MIT Press |
Total Pages |
: 715 |
Release |
: 2015-05-01 |
ISBN-10 |
: 9780262527163 |
ISBN-13 |
: 0262527162 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Video Games Around the World by : Mark J. P. Wolf
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Author |
: Bill Murray |
Publisher |
: University of Illinois Press |
Total Pages |
: 260 |
Release |
: 1998 |
ISBN-10 |
: 0252067185 |
ISBN-13 |
: 9780252067181 |
Rating |
: 4/5 (85 Downloads) |
Synopsis The World's Game by : Bill Murray
Known as much for the emotional outbursts and violence of its fans as for its own stars, soccer (or football, as it is known outside the United States) is a global game. Its international controlling body, FIFA, boasts more members than the United Nations. Bill Murray traces the growth of what during pre-industrial times was called "the simplest game" through its codification in the nineteenth century to the 1994 World Cup, held for the first time in the United States. Murray weaves the sport's growth into the culture and politics of the countries where it has been taken up, analyzing its reputation as a game that has seen more riots and on-field brawls than all other types of football combined. He vividly illustrates how soccer has become the world's most popular sport, one that has resisted the interference of politicians, dictators, and profiteers and - more recently - the demands of television, through which it has spread to virtually every corner of the globe. The World's Game will be entertaining and enlightening to anyone from the most avid, knowledgeable fan to those who merely hope to learn a little about the sport.
Author |
: Oriol Ripoll |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2005 |
ISBN-10 |
: 155652594X |
ISBN-13 |
: 9781556525940 |
Rating |
: 4/5 (4X Downloads) |
Synopsis Play with Us by : Oriol Ripoll
Tells how to play more than one hundred games that are played by children throughout the world, ranging from board games and jacks to jumping and hand games.