The Infinite Playground
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Author | : Bernard De Koven |
Publisher | : MIT Press |
Total Pages | : 207 |
Release | : 2022-06-21 |
Genre | : Games & Activities |
ISBN | : 0262543869 |
In his final work, a visionary game designer reveals how a surprising range of play-based experiences can unlock our imagination and help us capture the power of fun and delight. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays.
Author | : Bernard De Koven |
Publisher | : Lulu.com |
Total Pages | : 305 |
Release | : 2013-12-18 |
Genre | : Education |
ISBN | : 1304351823 |
A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.
Author | : Ian Bogost |
Publisher | : Basic Books |
Total Pages | : 290 |
Release | : 2016-09-13 |
Genre | : Science |
ISBN | : 0465096506 |
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
Author | : Bernard De Koven |
Publisher | : MIT Press |
Total Pages | : 173 |
Release | : 2013-08-23 |
Genre | : Games & Activities |
ISBN | : 0262019175 |
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Author | : Benjamin Stokes |
Publisher | : MIT Press |
Total Pages | : 287 |
Release | : 2020-04-07 |
Genre | : Games & Activities |
ISBN | : 0262356937 |
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Author | : Robert Kaplan |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 417 |
Release | : 2014-02-04 |
Genre | : Mathematics |
ISBN | : 1608198693 |
Traces the development of mathematical thinking and describes the characteristics of the "republic of numbers" in terms of humankind's fascination with, and growing knowledge of, infinity.
Author | : Lynn Hale Shauingér |
Publisher | : AuthorHouse |
Total Pages | : 57 |
Release | : 2015-02-20 |
Genre | : Poetry |
ISBN | : 149697056X |
This book begins with the childhood sweetheart husband who was having strange behavior and nightmare flashbacks of Vietnam leaving his home. His wife and four young children are now stranded and alone. The wife is filled with two overwhelming emotions: (1) freedom, as no longer would she have to deal with this unfathomable behavior, and (2) extreme fear, fear of how she and the children would pay for food and rent in this most expensive city. As the endless calls come in from doctors, lawyers, police, and random women, the wife decides to test the citys infinite possibilities of love and hope. This puts her on the brink of insanity.
Author | : Brendan Keogh |
Publisher | : MIT Press |
Total Pages | : 249 |
Release | : 2018-04-06 |
Genre | : Games & Activities |
ISBN | : 0262345447 |
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
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.
Author | : Lyndsay Faye |
Publisher | : Penguin |
Total Pages | : 401 |
Release | : 2022-09-06 |
Genre | : Fiction |
ISBN | : 0525535918 |
In this lush, magical, queer, and feminist take on Hamlet in modern-day New York City, a neuro-atypical physicist, along with his best friend Horatio and artist ex-fiancé, Lia, are caught up in the otherworldly events surrounding the death of his father. Meet Ben Dane: brilliant, devastating, devoted, honest to a fault (truly, a fault). His Broadway theater baron father is dead—but on purpose or by accident? The question rips him apart. Unable to face alone his mother's ghastly remarriage to his uncle, Ben turns to his dearest friend, Horatio Patel, whom he hasn't seen since their relationship changed forever from platonic to something...other. Loyal to a fault (truly, a fault), Horatio is on the first flight to New York City when he finds himself next to a sly tailor who portends inevitable disaster. And who seems ominously like an architect of mayhem himself. Meanwhile, Ben's ex-fiancé, Lia, sundered her from her loved ones thanks to her addiction recovery and torn from her art, has been drawn into the fold of three florists from New Orleans—seemingly ageless sisters who teach her the language of flowers, and whose magical bouquets hold both curses and cures. For a price. On one explosive night these kinetic forces will collide, and the only possible outcome is death. But in the masterly hands of Lyndsay Faye, the story we all know has abundant surprises in store. Impish, captivating, and achingly romantic, this is Hamlet as you've never seen it before.