A Different Game
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Author | : Sylvia Olsen |
Publisher | : Orca Book Publishers |
Total Pages | : 134 |
Release | : 2010-04-01 |
Genre | : Juvenile Fiction |
ISBN | : 1554694590 |
In this sequel to Murphy and Mousetrap, Murphy and his three friends, Danny, Jeff and Albert, are making the transition from the tribal elementary school to the community middle school. They are all trying out for the middle school's soccer team, and they're pretty confident that The Formidable Four will all make the team. But once the tryouts begin, Albert, the tribal-school superstar, plays like a second-stringer. Murphy's new friend, Molly, is determined to help the boys find out what's wrong with Albert, but when they discover the truth, they realize that Albert is playing a whole different game.
Author | : Oliver Roeder |
Publisher | : W. W. Norton & Company |
Total Pages | : 326 |
Release | : 2022-01-25 |
Genre | : History |
ISBN | : 1324003782 |
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.
Author | : John C. Barnes |
Publisher | : University of New Mexico Press |
Total Pages | : 251 |
Release | : 2020-03-01 |
Genre | : Sports & Recreation |
ISBN | : 0826361307 |
In this thought-provoking new book, John C. Barnes examines the contemporary state of commercial college athletics as a guide for current and potential administrators, coaches, regents, and others involved in collegiate athletic operations and decision-making. Each chapter provides an overview of an industry shaped by such current realities as Title IX requirements, commercial investments, student testing, and television contracts. Barnes provides an accessible outline of the historical background and potential future of the commercial college athletics industry from a nonjudgmental perspective. Same Players, Different Game not only serves as a text and guide for governance and leadership but also as a primer for the economic and political realities of modern college athletics that students and sports fans will find fascinating.
Author | : Emma Hayes |
Publisher | : PublicAffairs |
Total Pages | : 215 |
Release | : 2024-07-23 |
Genre | : Business & Economics |
ISBN | : 154170536X |
From the head coach of the United States Women’s National Team and legendary coach of Chelsea FC comes a book of hard-won lessons for leading a team to success on and off the field Few places will test your leadership skills more than the global soccer stage. For more than twenty years, Emma Hayes has led her teams to championship after championship, coaching her players through personal and professional setbacks, and becoming a powerful advocate for women in sports. Available for the first time in print, A Completely Different Game shares Hayes’s inspirational, innately human approach to fulfilling the potential of those around her. Beginning with her upbringing in Camden and ending with her move to the US National Team, Hayes takes us through the events that shaped her and the critical leadership lessons she learned along the way. She also lays bare the difficulties that came with managing a women’s sports team in an industry designed for and catered to men, and makes a clear, actionable, and urgent call for equity in sports. Generous, authoritative, and grounded in lived experience, A Completely Different Game will help you lead with heart, strength, and authenticity no matter what challenge you’re facing.
Author | : Jean Hollands |
Publisher | : McGraw-Hill Companies |
Total Pages | : 294 |
Release | : 2002 |
Genre | : Business & Economics |
ISBN | : 9780071407601 |
You are a smart, ambitious, no-nonsense businesswoman with her eye on the prize--a two-fisted, go-getter who always gets results. Your superiors openly praise your competence and brains, and you are beloved by your company's clients. Now for the bad news: those same qualities that, so far, have earned you so many kudos could very well destroy all your chances of future success. Same Game Different Rules, top executive coach Jean Hollands addresses a dangerous obstacle that continues to thwart many a talented woman's ambition-- the Bully Broad factor. Tough, assertive, authoritative, often intimidating, Bully Broads have been the driving forces behind many of the most sensational success stories of the New Economy. Unfortunately, many of these exceptional women are discovering, too late, that the very qualities that propelled them up the corporate ladder can just as easily ruin them in today's relationship-building, teamwork-oriented corporate culture. Writing for women in every career stage, Jean Hollands offers her prescription for getting ahead without being perceived as a Bully Broad, Ice Queen, or Ms. Understood. Drawing upon her twenty years of experience coaching thousands
Author | : R. J. Clarke |
Publisher | : Createspace Independent Publishing Platform |
Total Pages | : 114 |
Release | : 2016-02-26 |
Genre | : |
ISBN | : 9781530176151 |
Learn how to play 50 different domino games This book is illustrated and has step by step instructions to make it easy to understand
Author | : Hakan Seyalioglu |
Publisher | : |
Total Pages | : |
Release | : 2018-07 |
Genre | : |
ISBN | : 9780999870013 |
Author | : John P. Rossi |
Publisher | : McFarland |
Total Pages | : 265 |
Release | : 1999-04-15 |
Genre | : Sports & Recreation |
ISBN | : 0786406518 |
Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.
Author | : Adam Jeremy Capps |
Publisher | : Adam Jeremy Capps |
Total Pages | : 322 |
Release | : 2021-08-25 |
Genre | : Computers |
ISBN | : |
The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.
Author | : Gordon Calleja |
Publisher | : MIT Press |
Total Pages | : 235 |
Release | : 2011-05-13 |
Genre | : Games & Activities |
ISBN | : 0262015463 |
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.