Establishing the Rules of the Game

Establishing the Rules of the Game
Author: Louis Massicotte
Publisher: University of Toronto Press
Total Pages: 212
Release: 2004-01-01
Genre: Political Science
ISBN: 9780802085641

There are an astonishing variety of election laws across contemporary democratic societies. In Establishing the Rules of the Game, Louis Massicotte, André Blais, and Antoine Yoshinaka provide the first thorough examination of these laws. The study incorporates original data collected from more than sixty democracies around the world, and touches on oft-ignored, yet extremely important, aspects of election laws. The countries covered by the study include Argentina, Brazil, Canada, France, Japan, the Netherlands, the Philippines, Romania, and the United Kingdom. The authors focus on six dimensions of election laws: the right to vote, the right to be a candidate, the electoral register, the agency in charge of the election, the procedure for casting votes, and the procedure to sort out the winners and losers. Massicotte, Blais, and Yoshinaka uncover underlying patterns, explaining why certain types of country tend to adopt a given sets of rules. In general, former colonies adopt the same laws as their former mother country. There is also a tendency for established democracies to be more inclusive than non-established ones. The authors point out sociological patterns and review normative and practical arguments for and against each set of rules, providing invaluable information for students of elections and democratic theory as well as election practicioners.

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.

The Rules of the Game

The Rules of the Game
Author: Ronald I. McKinnon
Publisher: MIT Press
Total Pages: 580
Release: 1996
Genre: Business & Economics
ISBN: 9780262133180

The Rules of the Game brings together essays written over the course of thirty years by a major figure in the field. McKinnon analyzes and compares a wide variety of important international monetary regimes: the establishment of the gold standard in the nineteenth century, Bretton Woods, the dollar standard, floating exchange rates, the European Monetary System, and current proposals for reforming world monetary arrangements. The essays are unique in that they specify precisely the rules of the game for each international monetary regime - past, present, and future. For ease of reference, the book offers boxed summaries of each set of rules and then discusses their advantages and disadvantages, from the gold standard down to the author's proposal for a common monetary standard for the twenty-first century.

Institutions, Property Rights, and Economic Growth

Institutions, Property Rights, and Economic Growth
Author: Sebastian Galiani
Publisher: Cambridge University Press
Total Pages: 339
Release: 2014-04-17
Genre: Business & Economics
ISBN: 1139916742

This volume showcases the impact of the work of Douglass North, winner of the Nobel Prize and father of the field of new institutional economics. Leading scholars contribute to a substantive discussion that best illustrates the broad reach and depth of Professor North's work. The volume speaks concisely about his legacy across multiple social sciences disciplines, specifically on scholarship pertaining to the understanding of property rights, the institutions that support the system of property rights, and economic growth.

Games and Rules

Games and Rules
Author: Beat Suter
Publisher: transcript Verlag
Total Pages: 323
Release: 2019-03-31
Genre: Social Science
ISBN: 3839443040

Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Rules of Game

Rules of Game
Author: Andrew Gordon
Publisher: Naval Institute Press
Total Pages: 722
Release: 2013-02-21
Genre: History
ISBN: 1612512321

Foreword by Admiral Sir John Woodward. When published in hardcover in 1997, this book was praised for providing an engrossing education not only in naval strategy and tactics but in Victorian social attitudes and the influence of character on history. In juxtaposing an operational with a cultural theme, the author comes closer than any historian yet to explaining what was behind the often described operations of this famous 1916 battle at Jutland. Although the British fleet was victorious over the Germans, the cost in ships and men was high, and debates have raged within British naval circles ever since about why the Royal Navy was unable to take advantage of the situation. In this book Andrew Gordon focuses on what he calls a fault-line between two incompatible styles of tactical leadership within the Royal Navy and different understandings of the rules of the games.

Rules of the Game

Rules of the Game
Author: Asim Qureshi
Publisher:
Total Pages: 0
Release: 2009
Genre: Political Science
ISBN: 9781850659693

"Following the 2005 bombing of London's transportation infrastructure, Tony Blair declared that "the rules of the game have changed." Few anticipated the extent to which global counterterrorism would circumvent cherished laws, but profiling, incommunicado detention, rendition, and torture have become the accepted protocols of national security. In this book, Asim Qureshi travels to East Africa, Sudan, Pakistan, Bosnia, and the United States to record the testimonies of victims caught in counterterrorism's new game. Qureshi's exhaustive efforts reveal the larger phenomenon that has changed the way governments view justice. He focuses on the profiling of Muslims by security services and concurrent mass arrests, detaining individuals without filing charges, domestic detention policies in North America, and the effect of Guantanamo on global perceptions of law and imprisonment." -- Book jacket.

New Rules of the Game

New Rules of the Game
Author: Susan Packard
Publisher: Penguin
Total Pages: 256
Release: 2015-02-03
Genre: Business & Economics
ISBN: 0698154797

Business is a team sport. Learn how to win. Where would your career be if you could understand how your colleagues--especially men--succeed and win at work? And if, in understanding and applying the rules, you could win, too? In New Rules of the Game, business leader Susan Packard shows you how to cultivate gamesmanship--a strategic way of thinking regularly seen in the video game and sports worlds, and most often among men--that develops creativity, focus, optimism, teamwork, and competitiveness. You'll learn the Ten Rules of Gamesmenship and how to use them effectively to: · Compete outwardly in a healthy, rewarding way · Build support groups to help you advance · Step up with more grit to get the next win · Approach your workplace with more lightness and insight · Take loss in stride and provide the emotional distance needed to win at work Packard shares her career story with humor and candor, including the successes and the mistakes, the triumphs and some personal and career setbacks, and presents them as teachable moments for you. But the book is much bigger that one person’s experience. Packard also shares the stories of other presidents and CEOs who have become great gamers in their own fields, providing you with the insight and inspiration to play the business game smarter, stronger, and more successfully. You will also be better able to coach others, inspiring your team to perform at higher levels as you drive them toward the next win.

The Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 522
Release: 2008-08-04
Genre: Art
ISBN: 0123694965

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.