The Ideal Problem Solver

The Ideal Problem Solver
Author: John Bransford
Publisher: W H Freeman & Company
Total Pages: 262
Release: 1993
Genre: Psychology
ISBN: 9780716722052

Provocative, challenging, and fun, The Ideal Problem Solver offers a sound, methodical approach for resolving problems based on the IDEAL (Identify, Define, Explore, Act, Look) model. The authors suggest new strategies for enhancing creativity, improving memory, criticizing ideas and generating alternatives, and communicating more effectively with a wider range of people. Using the results of laboratory research previously available only in a piece-meal fashion or in scientific journals, Bransford and Stein discuss such issues as Teaming new information, overcoming blocks to creativity, and viewing problems from a variety of perspectives.

The God of Small Things

The God of Small Things
Author: Arundhati Roy
Publisher: Vintage Canada
Total Pages: 333
Release: 2011-07-27
Genre: Fiction
ISBN: 030737467X

The beloved debut novel about an affluent Indian family forever changed by one fateful day in 1969, from the author of The Ministry of Utmost Happiness NEW YORK TIMES BESTSELLER • MAN BOOKER PRIZE WINNER Compared favorably to the works of Faulkner and Dickens, Arundhati Roy’s modern classic is equal parts powerful family saga, forbidden love story, and piercing political drama. The seven-year-old twins Estha and Rahel see their world shaken irrevocably by the arrival of their beautiful young cousin, Sophie. It is an event that will lead to an illicit liaison and tragedies accidental and intentional, exposing “big things [that] lurk unsaid” in a country drifting dangerously toward unrest. Lush, lyrical, and unnerving, The God of Small Things is an award-winning landmark that started for its author an esteemed career of fiction and political commentary that continues unabated.

Reality Is Broken

Reality Is Broken
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.

Dictionary of Ancient Magic Words and Spells

Dictionary of Ancient Magic Words and Spells
Author: Claude Lecouteux
Publisher: Simon and Schuster
Total Pages: 450
Release: 2015-10-15
Genre: Body, Mind & Spirit
ISBN: 1620553759

A comprehensive handbook of more than 1,000 magical words, phrases, symbols, and secret alphabets • Explains the origins, derivatives, and practical usage of each word, phrase, and spell as well as how they can be combined for custom spells • Based on the magical traditions of Europe, Greece, and Egypt and recently discovered one-of-a-kind grimoires from Scandinavia, France, and Germany • Includes an in-depth exploration of secret magical alphabets, including those based on Hebrew letters, Kabbalistic symbols, astrological signs, and runes From Abracadabra to the now famous spells of the Harry Potter series, magic words are no longer confined to the practices of pagans, alchemists, witches, and occultists. They have become part of the popular imagination of the Western world. Passed down from ancient Babylon, Egypt, and Greece, these words and the rituals surrounding them have survived through the millennia because they work. And as scholar Claude Lecouteux reveals, often the more impenetrable they seem, the more effective they are. Analyzing more than 7,000 spells from the magical traditions of Europe as well as the magical papyri of the Greeks and recently discovered one-of-a-kind grimoires from Scandinavia, France, and Germany, Lecouteux has compiled a comprehensive dictionary of ancient magic words, phrases, and spells along with an in-depth exploration--the first in English--of secret magical alphabets, including those based on Hebrew letters, Kabbalistic symbols, astrological signs, and runes. Drawing upon thousands of medieval accounts and famous manuscripts such as the Heptameron of Peter Abano, the author examines the origins of each word or spell, offering detailed instructions on their successful use, whether for protection, love, wealth, or healing. He charts their evolution and derivations through the centuries, showing, for example, how spells that were once intended to put out fires evolved to protect people from witchcraft. He reveals the inherent versatility of magic words and how each sorcerer or witch had a set of stock phrases they would combine to build a custom spell for the magical need at hand. Presenting a wealth of material on magical words, signs, and charms, both common and obscure, Lecouteux also explores the magical words and spells of ancient Scandinavia, the Hispano-Arabic magic of Spain before the Reconquista, the traditions passed down from ancient Egypt, and those that have stayed in use until the present day.

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.

Games and Bereavement

Games and Bereavement
Author: Sabine Harrer
Publisher: transcript Verlag
Total Pages: 275
Release: 2019-03-31
Genre: Social Science
ISBN: 3839444152

How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.

Buyology

Buyology
Author: Martin Lindstrom
Publisher: Currency
Total Pages: 274
Release: 2010-02-02
Genre: Business & Economics
ISBN: 0385523890

NEW YORK TIMES BESTSELLER • “A fascinating look at how consumers perceive logos, ads, commercials, brands, and products.”—Time How much do we know about why we buy? What truly influences our decisions in today’s message-cluttered world? In Buyology, Martin Lindstrom presents the astonishing findings from his groundbreaking three-year, seven-million-dollar neuromarketing study—a cutting-edge experiment that peered inside the brains of 2,000 volunteers from all around the world as they encountered various ads, logos, commercials, brands, and products. His startling results shatter much of what we have long believed about what captures our interest—and drives us to buy. Among the questions he explores: • Does sex actually sell? • Does subliminal advertising still surround us? • Can “cool” brands trigger our mating instincts? • Can our other senses—smell, touch, and sound—be aroused when we see a product? Buyology is a fascinating and shocking journey into the mind of today's consumer that will captivate anyone who's been seduced—or turned off—by marketers' relentless attempts to win our loyalty, our money, and our minds.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon
Author: A. Jahn-Sudmann
Publisher: Springer
Total Pages: 242
Release: 2008-01-17
Genre: Social Science
ISBN: 023058330X

Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.