Board Game Builder: Milton Bradley

Board Game Builder: Milton Bradley
Author: Lee Slater
Publisher: ABDO
Total Pages: 35
Release: 2016-01-01
Genre: Juvenile Nonfiction
ISBN: 1680771337

In this engaging biography, readers will learn about the builder of board games, Milton Bradley. Follow the story from Bradley's childhood, his early entrepreneurial work creating and selling stationery, his drafting education at Harvard, his first business creating and selling lithographs, and how these experiences came together when he formed the Milton Bradley Company and created the Game of Life. Bradley's family, retirement, and work producing educational materials to support the new movement in education called kindergarten are included. Sidebars, historic photos, and a glossary enhance readers' understanding of this topic. Additional features include a table of contents, an index, a timeline and fun facts. Aligned to Common Core Standards and correlated to state standards. Checkerboard Library is an imprint of Abdo Publishing, a division of ABDO.

Board Games: Milton Bradley

Board Games: Milton Bradley
Author: Lee Slater
Publisher: ABDO
Total Pages: 35
Release: 2021-12-15
Genre: Juvenile Nonfiction
ISBN: 109821921X

In this title, readers will learn about board game creator Milton Bradley. Follow Bradley's early work creating and selling stationery, his first business creating and selling lithographs, and how these experiences came together when he formed the Milton Bradley Company and created the Game of Life. Aligned to Common Core Standards and correlated to state standards. Big Buddy Books is an imprint of Abdo Publishing, a division of ABDO.

Game Changer

Game Changer
Author: Robert Angel
Publisher: Amplify
Total Pages: 312
Release: 2020-06-02
Genre:
ISBN: 9781643074979

"It all began with one small step.Game Changer is the story of how a twenty-three-year-old waiter from Seattle had the outrageous dream of beating industry giants Milton Bradley and Mattel at their own game. With no experience, Rob Angel used his guts, drive, and intuition to create one of the most beloved board games of all time: Pictionary. Rob did it his way. He produced the first 1,000 games by hand in his tiny one- bedroom apartment, disrupted the market by selling to nontraditional retail outlets, and did countless demonstrations at the bottom of the escalator at Nordstrom-a store with no game department. Anything to succeed.Getting there wasn't easy; Rob had to navigate his way through production mishaps, cash flow troubles, and countless copycats trying to scratch their way past Pictionary. Still, within three years, Pictionary became the bestselling board game in North America, and shortly after, the world. When Mattel acquired Pictionary in 2001, a staggering 38,000,000 games had been sold in 60 countries.In Game Changer, Rob shares the remarkable inside story of taking Pictionary from simple idea to iconic global brand by breaking rules and breaking records, never giving up or giving in, and working harder when most would walk away all while having the time of his life. Candid and compelling, Game Changer is as much a captivating memoir as it is a blueprint to personal and professional success."

Games

Games
Author: Bruce Whitehill
Publisher:
Total Pages: 197
Release: 1992
Genre: Antiques & Collectibles
ISBN: 9780870695834

Profiles and prices games manufactured from 1822-1992, and gives histories of hundreds of manufacturers, including, Milton Bradley, Selchow & Righter, and Parker Brothers

Goethe's "Exposure Of Newton's Theory": A Polemic On Newton's Theory Of Light And Colour

Goethe's
Author: Michael John Duck
Publisher: World Scientific
Total Pages: 291
Release: 2016-03-11
Genre: Science
ISBN: 1783268492

Johann Wolfgang von Goethe, although best known for his literary work, was also a keen and outspoken natural scientist. In the second polemic part of Zur Farbenlehre (Theory of Colours), for example, Goethe attacked Isaac Newton's ground-breaking revelation that light is heterogeneous and not immutable, as was previously thought.This polemic was unanimously rejected by the physicists of the day, and has often been omitted from compendia of Goethe's works. Indeed, although Goethe repeated all of Newton's key experiments, he was never able to achieve the same results. Many reasons have been proposed for this, ranging from the psychological — such as a blind hatred of Newtonism, self-deceit and paranoid psychosis — to accusations of incapability — Goethe simply did not understand the experiments. Yet Goethe was never to be dissuaded from this passionate conviction.This translation of Goethe's polemic, published for the first time in English, makes it clear that Goethe did understand the thrust of Newton's logic. It demonstrates that Goethe's resistance to Newton's theory stemmed from something quite different; his pantheism — the belief in the spiritual nature of light. This prevented him from allowing himself to think of light in physical terms and accepting that it is anything other than simple, immutable, and unknowable.This important new translation will be useful to natural scientists, historians, philosophers and theologians alike and will delight anyone hoping to add a further layer of nuance to Goethe's complex portrait.

Game Design Workshop

Game Design Workshop
Author: Tracy Fullerton
Publisher: CRC Press
Total Pages: 540
Release: 2014-03-05
Genre: Computers
ISBN: 1482217163

Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Narrative Design

Narrative Design
Author: Michael Breault
Publisher: CRC Press
Total Pages: 218
Release: 2020-05-15
Genre: Computers
ISBN: 0429575351

Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry, including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry.

The Guide to United States Popular Culture

The Guide to United States Popular Culture
Author: Ray Broadus Browne
Publisher: Popular Press
Total Pages: 1030
Release: 2001
Genre: Social Science
ISBN: 9780879728212

"To understand the history and spirit of America, one must know its wars, its laws, and its presidents. To really understand it, however, one must also know its cheeseburgers, its love songs, and its lawn ornaments. The long-awaited Guide to the United States Popular Culture provides a single-volume guide to the landscape of everyday life in the United States. Scholars, students, and researchers will find in it a valuable tool with which to fill in the gaps left by traditional history. All American readers will find in it, one entry at a time, the story of their lives."--Robert Thompson, President, Popular Culture Association. "At long last popular culture may indeed be given its due within the humanities with the publication of The Guide to United States Popular Culture. With its nearly 1600 entries, it promises to be the most comprehensive single-volume source of information about popular culture. The range of subjects and diversity of opinions represented will make this an almost indispensable resource for humanities and popular culture scholars and enthusiasts alike."--Timothy E. Scheurer, President, American Culture Association "The popular culture of the United States is as free-wheeling and complex as the society it animates. To understand it, one needs assistance. Now that explanatory road map is provided in this Guide which charts the movements and people involved and provides a light at the end of the rainbow of dreams and expectations."--Marshall W. Fishwick, Past President, Popular Culture Association Features of The Guide to United States Popular Culture: 1,010 pages 1,600 entries 500 contributors Alphabetic entries Entries range from general topics (golf, film) to specific individuals, items, and events Articles are supplemented by bibliographies and cross references Comprehensive index

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 689
Release: 2003-09-25
Genre: Computers
ISBN: 0262299933

Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. 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 18 “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.