Separate Games
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Author | : David K. Wiggins |
Publisher | : University of Arkansas Press |
Total Pages | : 289 |
Release | : 2016-11-01 |
Genre | : History |
ISBN | : 1682260178 |
The hardening of racial lines during the first half of the twentieth century eliminated almost all African Americans from white organized sports, forcing black athletes to form their own teams, organizations, and events. This separate sporting culture, explored in the twelve essays included here, comprised much more than athletic competition; these "separate games" provided examples of black enterprise and black self-help and showed the importance of agency and the quest for racial uplift in a country fraught with racialist thinking and discrimination.
Author | : Haru Yamada |
Publisher | : Why Americans and Japanese Mis |
Total Pages | : 194 |
Release | : 2002 |
Genre | : Business & Economics |
ISBN | : 9780195154856 |
In a lucid and insightful discussion, Yamada outlines the basic differences between Japanese and American English and analyzes a number of real-life business and social interactions in which these differences led to miscommunication. By understanding how and why each culture speaks in the way that it does, Yamada argues, we can learn to avoid frustrating and damaging failures of communication.
Author | : Paul Booth |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 265 |
Release | : 2015-04-23 |
Genre | : Games & Activities |
ISBN | : 1628927429 |
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Author | : Mary Scannell |
Publisher | : McGraw Hill Professional |
Total Pages | : 240 |
Release | : 2010-05-28 |
Genre | : Business & Economics |
ISBN | : 0071743669 |
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Author | : David K. Wiggins |
Publisher | : Rowman & Littlefield |
Total Pages | : 313 |
Release | : 2018-10-01 |
Genre | : History |
ISBN | : 1538114984 |
More than a Game discusses how African American men and women sought to participate in sport and what that participation meant to them, the African American community, and the United States more generally. Recognizing the complicated history of race in America and how sport can both divide and bring people together, the book chronicles the ways in which African Americans overcame racial discrimination to achieve success in an institution often described as America's only true meritocracy. African Americans have often glorified sport, viewing it as one of the few ways they can achieve a better life. In reality, while some African Americans found fame and fortune in sport, most struggled just to participate – let alone succeed at the highest levels of sport. Thus, the book has two basic themes. It discusses the varied experiences of African Americans in sport and how their participation has both reflected and changed views of race.
Author | : Roger Caillois |
Publisher | : University of Illinois Press |
Total Pages | : 228 |
Release | : 2001 |
Genre | : Games & Activities |
ISBN | : 9780252070334 |
According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.
Author | : Nathan Hulsey |
Publisher | : Emerald Group Publishing |
Total Pages | : 247 |
Release | : 2019-11-25 |
Genre | : Social Science |
ISBN | : 1838679391 |
In this book, Nathan Hulsey explores the links between game design, surveillance, computation, and the emerging technologies that impact our everyday lives at home, at work, and with our family and friends.
Author | : Markus Montola |
Publisher | : CRC Press |
Total Pages | : 337 |
Release | : 2009-06-12 |
Genre | : Art |
ISBN | : 0080889794 |
Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
Author | : Morris Kline |
Publisher | : Oxford University Press, USA |
Total Pages | : 380 |
Release | : 1982 |
Genre | : Mathematics |
ISBN | : 9780195030853 |
This work stresses the illogical manner in which mathematics has developed, the question of applied mathematics as against 'pure' mathematics, and the challenges to the consistency of mathematics' logical structure that have occurred in the twentieth century.
Author | : Georgi Togeli |
Publisher | : A G Printing & Publishing |
Total Pages | : 390 |
Release | : 2024-09-03 |
Genre | : Computers |
ISBN | : |
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures