Imaginary Games

Imaginary Games
Author: Chris Bateman
Publisher: John Hunt Publishing
Total Pages: 334
Release: 2011
Genre: Philosophy
ISBN: 1846949416

Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary
Author: Graeme Kirkpatrick
Publisher: Polity
Total Pages: 229
Release: 2013-10-07
Genre: Games & Activities
ISBN: 0745641105

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

The Imagination Machine

The Imagination Machine
Author: Martin Reeves
Publisher: Harvard Business Press
Total Pages: 248
Release: 2021-06-08
Genre: Business & Economics
ISBN: 1647820871

A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.

Make-believe

Make-believe
Author: Dorothy G. Singer
Publisher: American Psychological Association (APA)
Total Pages: 176
Release: 2001
Genre: Education
ISBN: 9781557987174

For parents and teachers, this work presents more than 100 games and activities to foster both the imagination and a sense of play in children aged two to five. It consists of an easy-to-follow manual format that contains narrative sections which discuss the importance of imaginative play in the development of: intelligence; communiation and vocabulary; social skills; problem-solving skills; creativity; physical strength and agility; and healthy self-esteem. The narrative sections are followed by activities related to the skill set under discussion.

Exceptionally Gifted Children

Exceptionally Gifted Children
Author: Miraca U. M. Gross
Publisher: Psychology Press
Total Pages: 352
Release: 1993
Genre: Education
ISBN: 0415064163

A fascinating examination of Australian children amongst the most intellectually gifted ever studied which explores the effect of early school life on their educational development.

The Imaginary

The Imaginary
Author: A.F. Harrold
Publisher: Bloomsbury Publishing USA
Total Pages: 218
Release: 2015-03-03
Genre: Juvenile Fiction
ISBN: 1619636700

Now an animated feature film on Netflix! Perfect for fans of Coraline and Roald Dahl, this fully-illustrated journey into the secret world of imaginary friends is quirky, dark, and utterly irresistible. Rudger is Amanda Shuffleup's imaginary friend. Nobody else can see Rudger-until the evil Mr. Bunting arrives at Amanda's door. Mr. Bunting hunts imaginaries. Rumor has it that he even eats them. And now he's found Rudger. Soon Rudger is alone, and running for his imaginary life. He needs to find Amanda before Mr. Bunting catches him-and before Amanda forgets him and he fades away to nothing. But how can an unreal boy stand alone in the real world? Featuring gorgeous illustrations and a beautiful design, this suspenseful fantasy tells a powerful tale of friendship, imagination, and remembering what you never knew you lost.

Lost Teams of the Midlands

Lost Teams of the Midlands
Author: Mike Bradbury
Publisher: Xlibris Corporation
Total Pages: 451
Release: 2013-10-22
Genre: Sports & Recreation
ISBN: 148369531X

Association Football did not magically begin with the formation of the Football Association in 1863: for centuries before, leather and rag balls had been kicked about, often as a smoke-screen for a jolly good brawl amongst the ruffians of the town or village! In medieval times, the common people from all over the Midlands would chase after a stuffed leather football, sometimes from dawn till dusk, from one end of town to the other. Football, in all its various forms, was the game of the people. Centuries later, in Englands universities and public schools, the game was brought under a unified set of rules by middle and upper-class young men who formed exclusive football clubs for their fellows and tried to keep the Association game between themselves. Back in the Midlands, however, pioneering men started football teams for the working-class society, and within a decade, there were hundreds of such teams from Worcester to Sheffield. Football had been given back to the common man. This book gives an insight into over sixty small clubs who were the mainstay of organised football across the Midlands from the embryonic 1860s to beyond professionalism in the 1890s. Many new details and photographs are being published for the first time, as the author travels all over the eight counties of the Midlands to find the lost grounds and the Lost Teams of the Midlands. In This Book, Author Mike Bradbury Brings together a history and description of over sixty of the most prominent lost Midlands football clubs from the Victorian era, many defunct even before 1900 Discovers the location of the lost Trapezium Ground in Wednesbury Discovers the location of the Shrubbery Ground where Tipton FC played in the 1870s Establishes four of the grounds used by Derby Junction and other Derby teams Establishes the site of Derby Midland FCs lost ground near the railway station Discovers the true origins of Walsall Town Football Club Unearths previously unpublished pictures of Wellington St. Georges and their Shropshire ground Discovers the previously unknown team colours for over twenty teams featured in this book, including Notts Olympic, Bham Excelsior, Calthorpe, Derby Junction, Staveley Unravels the mystery of the two St. Georges football teams in the Birmingham area Finds out what became of Walsalls oldest team, Rushall Rovers Publishes unseen photographs of Birminghams oldest team, Saltley College, and their ground within the college Discovers the first two grounds of the early Bloxwich FC (Strollers) Presents maps showing the lost locations of the grounds of Rushall Rovers, Smethwick Carriage Works, Lozells FC, Wednesbury Strollers, Crosswells FC, and others Unearths the 1873 advert where players are asked to form the Walsall Football Club Discovers the lost football ground at Aston Cross, used by Aston Shakespeare and Aston Victoria Finds and gets access to the lost ground of the Willenhall Pickwicks, seven-times Staffordshire Junior Cup finalists Photographs all three grounds of pioneering Birmingham club, Calthorpe FC, and unearths their colours and their link to Aston Villa Discovers the lost Vulcan ground used by early Derby teams in the city centre Has created a web site featuring over 100 photographs and maps of teams, players, and grounds, details of which are given inside the book

Top 10 Games You Can Play in Your Head, by Yourself: Second Edition

Top 10 Games You Can Play in Your Head, by Yourself: Second Edition
Author: Sam Gorski
Publisher: Games You Can Play in Your Hea
Total Pages: 200
Release: 2019-02-27
Genre: Games & Activities
ISBN: 9780998379418

"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.

Building Imaginary Worlds

Building Imaginary Worlds
Author: Mark J.P. Wolf
Publisher: Routledge
Total Pages: 409
Release: 2014-03-14
Genre: Literary Criticism
ISBN: 113622081X

Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.