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Playing Different Games

Author : Dereje Feyissa
Publisher : Berghahn Books
Page : 255 pages
File Size : 12,29 MB
Release : 2011-07-01
Category : Social Science
ISBN : 0857450891

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Focusing on ethnicity and its relation to conflict, this book goes beyond sterile debates about whether ethnic identities are ‘natural’ or ‘socially constructed’. Rather, ethnic identity takes different forms. Some ethnic boundaries are perceived by the actors themselves as natural, while others are perceived to be permeable. The argument is substantiated through a comparative analysis of ethnic identity formation and ethnic conflict among the Anywaa and the Nuer in the Gambella region of western Ethiopia. The Anywaa and the Nuer are not just two ethnic groups but two kinds of ethnic groups. Conflicts between the Anywaa and Nuer are explained with reference to three variables: varying modes of identity formation, competition over resources and differential incorporation into the state system.

The Great Mental Models, Volume 1

Author : Shane Parrish
Publisher : Penguin
Page : 209 pages
File Size : 49,7 MB
Release : 2024-10-15
Category : Business & Economics
ISBN : 0593719972

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Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.

Seven Games

Author : Oliver Roeder
Publisher : National Geographic Books
Page : 0 pages
File Size : 26,23 MB
Release : 2023-01-10
Category : History
ISBN : 1324051027

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Rules of Play

Author : Katie Salen Tekinbas
Publisher : MIT Press
Page : 680 pages
File Size : 25,68 MB
Release : 2003-09-25
Category : Computers
ISBN : 9780262240451

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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.

Power Play

Author : Asi Burak
Publisher : Macmillan + ORM
Page : 237 pages
File Size : 12,97 MB
Release : 2017-01-31
Category : Education
ISBN : 1250089344

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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.

Different Games, Different Rules

Author : Haru Yamada
Publisher : Why Americans and Japanese Mis
Page : 194 pages
File Size : 50,41 MB
Release : 2002
Category : Business & Economics
ISBN : 9780195154856

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In a lucid and insightful discussion, Yamada outlines the basic differences between Japanese and American English and analyzes a number of real-life business and social interactions in which these differences led to miscommunication. By understanding how and why each culture speaks in the way that it does, Yamada argues, we can learn to avoid frustrating and damaging failures of communication.

The Status Game

Author : Will Storr
Publisher : William Collins
Page : 304 pages
File Size : 45,84 MB
Release : 2021-09
Category :
ISBN : 9780008354640

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From the Sunday Times bestselling author of The Science of Storytelling comes a bold and ambitious investigation of status that will redefine human culture for our times There's something humans desire even more than gold. It's a fundamental drive that's common to all humanity, cutting across race, gender, age and culture. Our need for it is such that exactly how much of it we possess dramatically effects not only our happiness and well-being but also our physical health. It'sstatus, argues Will Storr. You can't understand human behaviour without understanding The Status Game. This game, which we are all playing, is not only the secret of our success, but also of our most evil behaviour. Everything is subordinate to status, and humans aren't unique in our complicity with it. By reflecting on the various ways humans negotiate this game - through status hierarchies, values, myths and sacred markers, Storr gives readers a master class in this most malevolent of social mysteries.

Families at Play

Author : Sinem Siyahhan
Publisher : MIT Press
Page : 213 pages
File Size : 46,24 MB
Release : 2018-02-02
Category : Education
ISBN : 0262344580

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How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

Playing Games in Nineteenth-Century Britain and America

Author : Ann R. Hawkins
Publisher : State University of New York Press
Page : 322 pages
File Size : 38,63 MB
Release : 2021-11-01
Category : History
ISBN : 1438485565

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A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Play and Wellbeing

Author : Cindy Clark
Publisher : Routledge
Page : 160 pages
File Size : 17,95 MB
Release : 2017-10-02
Category : Education
ISBN : 1317309073

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In an era of increasingly patient-centered healthcare, understanding how health and illness play out in social context is vital. This volume opens a unique window on the role of play in health and wellbeing in widely varied contexts, from the work of Patch Adams as a hospital clown, to an Australian facility for dementia treatment, to a New Zealand preschool after an earthquake, to a housing complex where Irish children play near home. Across these and other featured studies, play is shown to be shaman-like in its transformative dynamics, marshaling symbolic resources to re-align how patients construe and experience illness. Even when illness is not an issue, play promotes wellbeing by its power to reimagine, invigorate, enliven and renew through sensory engagement, physical activity, and symbolism. Play levels social barriers and increases flexible response, facilitating both shared social support and creative reassessment. This book challenges assumptions that play is inefficient and unproductive, with highly relevant evidence that playful processes actually work hard to dislodge unproductive approaches and thereby aid resilience. Solid research evidence in this book charts the course and opens the agenda for taking play seriously, for the sake of health. This book was originally published as a special issue of the International Journal of Play.