Early Category and Concept Development

Early Category and Concept Development
Author: David H. Rakison
Publisher: Oxford University Press
Total Pages: 464
Release: 2008-12-30
Genre: Psychology
ISBN: 0190286598

Whether or not infants' earliest perception of the world is a "blooming, buzzing, confusion," it is not long before they come to perceive structure and order among the objects and events around them. At the core of this process, and cognitive development in general, is the ability to categorize--to group events, objects, or properties together--and to form mental representations, or concepts, that encapsulate the commonalities and structure of these categories. Categorization is the primary means of coding experience, underlying not only perceptual and reasoning processes, but also inductive inference and language. The aim of this book is to bring together the most recent findings and theories about the origins and early development of categorization and conceptual abilities. Despite recent advances in our understanding of this area, a number of hotly debated issues remain at the center of the controversy over categorization. Researchers continue to ask questions such as: Which mechanisms for categorization are available at birth and which emerge later? What are the relative roles of perceptual similarity and nonobservable properties in early classification? What is the role of contextual variation in categorization by infants and children? Do different experimental procedures reveal the same kind of knowledge? Can computational models simulate infant and child categorization? How do computational models inform behavioral research? What is the impact of language on category development? How does language partition the world? This book is the first to address these and other key questions within a single volume. The authors present a diverse set of views representing cutting-edge empirical and theoretical advances in the field. The result is a thorough review of empirical contributions to the literature, and a wealth of fresh theoretical perspectives on early categorization.

Board Games as Media

Board Games as Media
Author: Paul Booth
Publisher: Bloomsbury Publishing USA
Total Pages: 297
Release: 2021-01-14
Genre: Games & Activities
ISBN: 1501357182

Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.

The Book of Games

The Book of Games
Author: Jack Botermans
Publisher: Sterling Publishing Company
Total Pages: 744
Release: 2008
Genre: Games & Activities
ISBN: 9781402742217

This lavishly illustrated 736-page reference provides a lifetime of entertainment! It contains complete rules, playing tips, and instructive move-by-move examples of 65 fun and diverse games. They range from Senat, a pastime enjoyed by King Tut, to Hex, invented by a 20th-century mathematician; from strategy games like Siege of Paris to dice games like Chuck-a-Luck to chase games like Pachisi; from Asian Shogi to African Wari; and from traditional Chess and Go to modern creations like Mastermind and Othello. Colorful illustrations show old-time and modern players, game boards, and equipment alongside fascinating anecdotes and curious facts about games throughout history. For every player, this one’s a sure winner!

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 680
Release: 2003-09-25
Genre: Computers
ISBN: 9780262240451

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.

101 Games to Play Before You Grow Up

101 Games to Play Before You Grow Up
Author:
Publisher: Walter Foster Jr
Total Pages: 144
Release: 2018-01-30
Genre: Juvenile Nonfiction
ISBN: 1633226395

Playing games is the best part of growing up. Help kids tap into their playful imaginations with 101 Games to Play Before You Grow Up, the ultimate handbook for kids that introduces tons of games to play by themselves or with friends and family! Offering an extensive list of games, from classic favorites such as H.O.R.S.E., Simon Says, and Handball to quirky card and board games such as Pandemic and Spoons, your children will get up, get outside, and never get bored. 101 Games to Play Before You Grow Up features both indoor and outdoor games for rainy or snowy days. With so many ways to play, kids will always have something new to do!

Thematic Integration in Board Game Design

Thematic Integration in Board Game Design
Author: Sarah Shipp
Publisher: CRC Press
Total Pages: 143
Release: 2024-01-29
Genre: Games & Activities
ISBN: 1003831737

Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide atmosphere to the gameplay. Thematic Integration in Board Game Design examines the design and integration of theme from the standpoints of technical structure, narrative building, and the design process. This book presents multiple approaches to designing theme as well as developing and replacing themes in existing projects. The focus is on developing the design skill of mechanical integration of theme rather than developing creative writing skills. Multiple guides and exercises are included that designers can reference at various points in the design process. Key Features: • Fills a void in board game design theory by discussing theory-craft relating to theme in board game design • Presents practical theory for working designers or students • Focuses on developing the design skill of mechanical integration of theme rather than developing creative writing skills

The Different Types Of Hobbies That People Can Have, The Best Type Of Hobby For People To Have, The Benefits Of Having Hobbies, And The Problems With Not Having Hobbies

The Different Types Of Hobbies That People Can Have, The Best Type Of Hobby For People To Have, The Benefits Of Having Hobbies, And The Problems With Not Having Hobbies
Author: Dr. Harrison Sachs
Publisher: The Epic Books Of Dr. Harrison Sachs
Total Pages: 33
Release: 2022-06-30
Genre: Crafts & Hobbies
ISBN:

This essay sheds light on the different types of hobbies that people can have, demystifies the best type of hobby for people to have, reveals the benefits of having hobbies, and delineates the problems with not having hobbies. Unbeknownst to most people, there are a myriad of disparate types of hobbies that people are at liberty to avail themselves of having if they so choose to do so. Since there are an exorbitant amount of different types of hobbies for people to pursue, people are not pigeonholed into pursuing a single type of hobby. The surfeit of different types of hobbies renders it possible for people to cherry-pick hobbies to pursue that are tailored to their preferences. The types of hobbies that are available for people to pursue extend far beyond the ambit of video game hobbies and trading card game hobbies. Some of the different types of hobbies that people can have encompass sports hobbies, creative hobbies, educational hobbies, outdoor hobbies, observational hobbies, video game hobbies, trading card game hobbies, board game hobbies, collecting hobbies, musical hobbies, and culinary hobbies. People often grossly underestimate the totality of hobbies that there are in existence. Due to there being a copious amount of disparate types of hobbies that people are at liberty to pursue, a person who has eclectic interests can, for instance, pursue a multitude of different types of hobbies that are able to assuage a myriad of his desires. Due to there being a cornucopia of disparate types of hobbies that people are at liberty to pursue, a person who, for instance, has succumbed to chronic boredom can remedy his chronic boredom with ease if he choose to pursue the hobbies that he is utmost passionate about pursuing. The prodigious selection of hobbies to choose from being pursuant of is so eminently vast that most people have not even dabbled into attempting to experience most of the different salubrious hobbies at least once in their lifetime as of June of 2022. Pursuing new hobbies allows you to avail yourself of experiencing new experiences. People should be amenable to dabbling into pursuing new hobbies in order to ascertain if doing so will induce a pleasurable dopamine-release sensation. People should be pursuant of salubrious hobbies and should never be pursuant of insalubrious hobbies. Pursuing hobbies not only provides you with stimuli, but also can provide you with an opportunity to befriend other people and expand your network if your attend social events that revolve around pursuing your hobbies alongside other people. You may, for instance, join a sports league which will furnish you the opportunity to partake in sports matches and meet people who are passionate about playing sports. You may, for instance, also join a gaming league which will furnish you the opportunity to partake in video game matches matches and meet people who are passionate about playing sports playing video games. Being around people who share the same hobbies as you cannot only allow you be able to befriend other people and expand your network if you attend social events that revolve around pursuing your hobbies alongside other people, but can also allow you to learn more insightful information about your shared hobbies if other people bequeath informative information to you that appertains to your hobbies. Being around people who share the same hobbies as you can also culminate in amplifying your fervent passion about your shared hobbies if it allows you to avail yourself of shared experiences with other people in which you pursue your hobbies alongside other people who can masterfully hype up your shared hobbies and elicit unalloyed excitement from you about your shared hobbles. People who hype up shared hobbies are able to do so by ardently gushing over how stimulating they are to experience first-hand. If you dabble into pursuing new hobbies and are disinterested in continuing to pursue them, then you should desist from further pursuing them in order to avert squandering your sacrosanct time. Pursuing hobbies that you are disinterested in continuing to further pursue is needless depletion of precious time, especially when you have the autonomy to pursue hobbies that that you are passionate about pursuing in lieu of pursuing hobbies that you are disinterested in continuing to further pursue.

A Board Game Education

A Board Game Education
Author: Jeffrey P. Hinebaugh
Publisher: R&L Education
Total Pages: 232
Release: 2009-07-16
Genre: Education
ISBN: 1607092611

A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.

Board Games in the CLIL Classroom

Board Games in the CLIL Classroom
Author: Thomai Alexiou
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 272
Release: 2023-12-18
Genre: Language Arts & Disciplines
ISBN: 3110997258

The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
Author: Marcin Wardaszko
Publisher: Akademia Leona Kozminskiego
Total Pages: 687
Release: 2019-08-30
Genre: Business & Economics
ISBN: 8366502015

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.