The Mansion Of Happiness Board Game
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Author | : Jill Lepore |
Publisher | : Vintage |
Total Pages | : 322 |
Release | : 2013-03-26 |
Genre | : History |
ISBN | : 0307476456 |
Renowned Harvard scholar and New Yorker staff writer Jill Lepore has written a strikingly original, ingeniously conceived, and beautifully crafted history of American ideas about life and death from before the cradle to beyond the grave. How does life begin? What does it mean? What happens when we die? “All anyone can do is ask,” Lepore writes. “That’s why any history of ideas about life and death has to be, like this book, a history of curiosity.” Lepore starts that history with the story of a seventeenth-century Englishman who had the idea that all life begins with an egg, and ends it with an American who, in the 1970s, began freezing the dead. In between, life got longer, the stages of life multiplied, and matters of life and death moved from the library to the laboratory, from the humanities to the sciences. Lately, debates about life and death have determined the course of American politics. Each of these debates has a history. Investigating the surprising origins of the stuff of everyday life—from board games to breast pumps—Lepore argues that the age of discovery, Darwin, and the Space Age turned ideas about life on earth topsy-turvy. “New worlds were found,” she writes, and “old paradises were lost.” As much a meditation on the present as an excavation of the past, The Mansion of Happiness is delightful, learned, and altogether beguiling.
Author | : Tristan Donovan |
Publisher | : Macmillan |
Total Pages | : 296 |
Release | : 2017-05-30 |
Genre | : Games & Activities |
ISBN | : 1250082730 |
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Author | : Ezekiel Boone |
Publisher | : Atria/Emily Bestler Books |
Total Pages | : 432 |
Release | : 2019-09-24 |
Genre | : Fiction |
ISBN | : 1501165518 |
When a family moves into a remote high-tech mansion equipped with next-generation artificial intelligence that can control the house’s every function—a buried secret leads to terrifying and catastrophic consequences. Nellie is programmed to be the perfect digital assistant. But something sinister lurks in her source code—and now she’s the perfect killer. When Billy Stafford and his wife move into their house designed with every comfort in mind, he thinks it will be the perfect chance to work on their marriage and to restart his career. A brilliant computer engineer fallen on hard times, Billy’s been hired by his former business partner to test out Nellie: a cutting-edge artificial intelligence program hardwired into the house. All Billy has to do is fix a few bugs in the system, which sounds easy enough. But as winter settles in and Billy and his wife are left alone in the woods, a dark reality begins to emerge. Nellie’s problems are much worse than a few technology glitches. Infused with the sinister history of the mansion and her own creator’s sins, she has, in fact, become a killing machine. And the only way to escape is to give her what she wants… A gripping technothriller about AI gone rogue, The Mansion is “a thrilling story that combines modern technology with old fears” (Shelf Awareness).
Author | : Colleen Hoover |
Publisher | : Grand Central Publishing |
Total Pages | : 295 |
Release | : 2021-10-05 |
Genre | : Fiction |
ISBN | : 153872474X |
Whose truth is the lie? Stay up all night reading the sensational psychological thriller that has readers obsessed, from the #1 New York Times bestselling author of Too Late and It Ends With Us. #1 New York Times Bestseller · USA Today Bestseller · Globe and Mail Bestseller · Publishers Weekly Bestseller Lowen Ashleigh is a struggling writer on the brink of financial ruin when she accepts the job offer of a lifetime. Jeremy Crawford, husband of bestselling author Verity Crawford, has hired Lowen to complete the remaining books in a successful series his injured wife is unable to finish. Lowen arrives at the Crawford home, ready to sort through years of Verity’s notes and outlines, hoping to find enough material to get her started. What Lowen doesn’t expect to uncover in the chaotic office is an unfinished autobiography Verity never intended for anyone to read. Page after page of bone-chilling admissions, including Verity's recollection of the night her family was forever altered. Lowen decides to keep the manuscript hidden from Jeremy, knowing its contents could devastate the already grieving father. But as Lowen’s feelings for Jeremy begin to intensify, she recognizes all the ways she could benefit if he were to read his wife’s words. After all, no matter how devoted Jeremy is to his injured wife, a truth this horrifying would make it impossible for him to continue loving her.
Author | : Margaret Hofer |
Publisher | : Princeton Architectural Press |
Total Pages | : 176 |
Release | : 2003-03-01 |
Genre | : Games |
ISBN | : 1568983972 |
As families are rediscovering the joys and virtues of staying and entertaining at home, board games have surged in popularity indeed, sales doubled in the last year alone. this mirrors a trend in the late nineteenth century the heyday of American boards and table games when, fueled by the introduction of games coincided with a growing need for middle-class social entertainment. Then, like now, the games that best captured players imaginations mimicked, and sometimes poked fun at, the culture that produced them Organized around themes such as courtship, commerce, travel, sports, and city life, The Games We Played brings together over one hundred eye-catching examples of Americas rare and popular board games, such as The Game of Playing Department Store, which encourage players to accumulate the greatest quantity of goods while spending their money as economically as possible, and Bulls and Bears: The Great Wall St. Game, in which players try their hand as speculators, bankers, and brokers, yelling each other down as if in a trading pit. This playful visual survey of its thematic essays will cause board and table game aficionados to share in the revelry of togetherness.
Author | : Adrian Seville |
Publisher | : |
Total Pages | : 151 |
Release | : 2016 |
Genre | : Antiques & Collectibles |
ISBN | : 9781605830575 |
"Numerous illustrations in color and black and white. Preface by former Grolier Club president William H. Helfand and introductory essays by Adrian Seville, followed by a catalogue of 71 games on show at the Club, February 24-May 14, 2016. Includes bibliography and index. "The Royal Game of the Goose" dates from medieval times. It is the simplest of games: throw the dice to race to the end of the spiral track. No choice of move, no demonstration of skill. Yet this game has spawned thousands of variants, has influenced early American board games, and is still going strong in Europe. The exhibition, based on Adrian Seville's collection in London, brings together 70 of these remarkable games. They are not primarily aimed at children, though some are educational, including the finely-printed games for the aristocratic cadets of 17th and 18th century France. Others are definitely for adults, including a polemical game on a religious heresy that still has power to shock by its imagery. Here too are games for politics, advertising - and just sheer family fun. One group of Goose Games shows how America was viewed from across the pond, including a 17th century game that depicts unique images of Native Americans. And, at the end of the 19th century, Jules Verne published a novel which describes a fantastical Goose Game in which the players travel across America to win a legacy from a Chicago millionaire. The final section invites you to try your luck in progressing from Errand Boy to "respected Banker and a good citizen." -- description from Oak Knoll Books.
Author | : Yu-kai Chou |
Publisher | : Packt Publishing Ltd |
Total Pages | : 500 |
Release | : 2019-12-03 |
Genre | : Computers |
ISBN | : 183921077X |
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Author | : Jules Evans |
Publisher | : New World Library |
Total Pages | : 322 |
Release | : 2013-10-03 |
Genre | : Philosophy |
ISBN | : 1608682307 |
When philosophy rescued him from an emotional crisis, Jules Evans became fascinated by how ideas invented over two thousand years ago can help us today. He interviewed soldiers, psychologists, gangsters, astronauts, and anarchists and discovered the ways that people are using philosophy now to build better lives. Ancient philosophy has inspired modern communities — Socratic cafés, Stoic armies, Epicurean communes — and even whole nations in the quest for the good life. This book is an invitation to a dream school with a rowdy faculty that includes twelve of the greatest philosophers from the ancient world, sharing their lessons on happiness, resilience, and much more. Lively and inspiring, this is philosophy for the street, for the workplace, for the battlefield, for love, for life.
Author | : Henry Van Dyke |
Publisher | : Franklin Classics |
Total Pages | : 64 |
Release | : 2018-10-06 |
Genre | : |
ISBN | : 9780341684923 |
This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
Author | : Gretchen Rubin |
Publisher | : Harper Collins |
Total Pages | : 354 |
Release | : 2012-06-26 |
Genre | : Biography & Autobiography |
ISBN | : 1443418196 |
What if you could change your life--without changing your life? Gretchen had a good marriage, two healthy daughters, and work she loved--but one day, stuck on a city bus, she realized that time was flashing by, and she wasn’t thinking enough about the things that really mattered. “I should have a happiness project,” she decided. She spent the next year test-driving the wisdom of the ages, current scientific studies, and lessons from popular culture about how to be happier. Each month, she pursued a different set of resolutions: go to sleep earlier, quit nagging, forget about results, or take time to be silly. Bit by bit, she began to appreciate and amplify the happiness that already existed in her life. Written with humour and insight, Gretchen’s story will inspire you to start your own happiness project. Now in a beautiful, expanded edition, Gretchen offers a wealth of new material including happiness paradoxes and practical tips on many daily matters: being a more light-hearted parent, sticking to a fitness routine, getting your sweetheart to do chores without nagging, coping when you forget someone’s name and more.