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Author | : Stewart Culin |
Publisher | : Alpha Edition |
Total Pages | : 0 |
Release | : 2022-11-24 |
Genre | : Social Science |
ISBN | : 9789356715431 |
Mancala, the National Game of Africa, has been considered an important book throughout the human history. So that this work is never forgotten we have made efforts in its preservation by republishing this book in a modern format for present and future generations. The whole book has been reformatted, retyped and designed. This book is not made of scanned copies and hence the text is clear and readable.
Author | : Helen Schwartzman |
Publisher | : Springer Science & Business Media |
Total Pages | : 395 |
Release | : 2012-12-06 |
Genre | : Psychology |
ISBN | : 1461339383 |
Writing a book about play leads to wondering. In writing this book, I wondered first if it would be taken seriously and then if it might be too serious. Eventually, I realized that these concerns were cast in terms of the major dichotomy that I wished to question, that is, the very perva sive and very inaccurate division that Western cultures make between play and seriousness (or play and work, fantasy and reality, and so forth). The study of play provides researchers with a special arena for re-thinking this opposition, and in this book an attempt is made to do this by reviewing and evaluating studies of children's transformations (their play) in relation to the history of anthropologists' transformations (their theories). While studying play, I have wondered in the company of many individuals. I would first like to thank my husband, John Schwartzman, for acting as both my strongest supporter and, as an anthropological colleague, my severest critic. His sense of nonsense is always novel as well as instructive. I am also very grateful to Linda Barbera-Stein for her Sherlock Holmes style help in locating obscure references, checking and cross-checking information, and patience and persistence in the face of what at times appeared to be bibliographic chaos. I also owe special thanks to my teachers of anthropology-Paul J. Bohannan, Johannes Fabian, Edward T. Hall, and Roy Wagner-whose various orientations have directly and indirectly influenced the approach presented in this book.
Author | : International African Institute |
Publisher | : London : International African Institute |
Total Pages | : 142 |
Release | : 1965 |
Genre | : Art, African |
ISBN | : |
"For half a century African art has been increasingly admired, commanding the attention of artists and scholars throughout the world. But there has hitherto been no comprehensive listing of the very extensive literature which is indispensable for serious study. This volume provides the first general bibliography of works on all the main forms of African art. Based initially on the card index of the International African Institute, it has been extensively supplemented by documentation from other libraries and by individual specialists. The arrangement of the bibliography is geographical with subheadings to cover the main forms for every country. This is likely to be most convenient both for specialisets and for those intereested in the art of one particular area. The general reader will find in the first section a wide choice of introductory studies on different approaches to the subject"--Publisher's description, p. [2] of dust jacket.
Author | : Mary Flanagan |
Publisher | : MIT Press |
Total Pages | : 237 |
Release | : 2023-02-28 |
Genre | : Games & Activities |
ISBN | : 0262373726 |
A striking analysis of popular board games’ roots in imperialist reasoning—and why the future of play depends on reckoning with it. Board games conjure up images of innocuously enriching entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism. Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire’s distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games’ most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination. An essential addition to any player’s bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination.
Author | : |
Publisher | : |
Total Pages | : 490 |
Release | : 1961 |
Genre | : Technology |
ISBN | : |
Author | : Jane McGonigal |
Publisher | : Penguin |
Total Pages | : 334 |
Release | : 2011-01-20 |
Genre | : Psychology |
ISBN | : 1101475498 |
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Author | : Jesper Juul |
Publisher | : MIT Press |
Total Pages | : 245 |
Release | : 2011-08-19 |
Genre | : Games & Activities |
ISBN | : 0262284138 |
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Author | : Ron Eglash |
Publisher | : |
Total Pages | : 258 |
Release | : 1999 |
Genre | : Mathematics |
ISBN | : 9780813526140 |
Fractals are characterized by the repetition of similar patterns at ever-diminishing scales. Fractal geometry has emerged as one of the most exciting frontiers on the border between mathematics and information technology and can be seen in many of the swirling patterns produced by computer graphics. It has become a new tool for modeling in biology, geology, and other natural sciences. Anthropologists have observed that the patterns produced in different cultures can be characterized by specific design themes. In Europe and America, we often see cities laid out in a grid pattern of straight streets and right-angle corners. In contrast, traditional African settlements tend to use fractal structures-circles of circles of circular dwellings, rectangular walls enclosing ever-smaller rectangles, and streets in which broad avenues branch down to tiny footpaths with striking geometric repetition. These indigenous fractals are not limited to architecture; their recursive patterns echo throughout many disparate African designs and knowledge systems. Drawing on interviews with African designers, artists, and scientists, Ron Eglash investigates fractals in African architecture, traditional hairstyling, textiles, sculpture, painting, carving, metalwork, religion, games, practical craft, quantitative techniques, and symbolic systems. He also examines the political and social implications of the existence of African fractal geometry. His book makes a unique contribution to the study of mathematics, African culture, anthropology, and computer simulations.
Author | : Stewart Culin |
Publisher | : |
Total Pages | : 84 |
Release | : 1895 |
Genre | : |
ISBN | : |
Author | : Steve Swink |
Publisher | : CRC Press |
Total Pages | : 377 |
Release | : 2008-10-13 |
Genre | : Art |
ISBN | : 1482267330 |
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe