Author: Chris Bateman
Publisher: John Hunt Publishing
ISBN: 1846949416
Category : Philosophy
Languages : en
Pages : 334
Book Description
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
Imaginary Games
Author: Chris Bateman
Publisher: John Hunt Publishing
ISBN: 1846949416
Category : Philosophy
Languages : en
Pages : 334
Book Description
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
Publisher: John Hunt Publishing
ISBN: 1846949416
Category : Philosophy
Languages : en
Pages : 334
Book Description
Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
Computer Games and the Social Imaginary
Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Category : Games & Activities
Languages : en
Pages : 229
Book Description
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Publisher: Polity
ISBN: 0745641105
Category : Games & Activities
Languages : en
Pages : 229
Book Description
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Fictional Games
Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
The Imagination Machine
Author: Martin Reeves
Publisher: Harvard Business Press
ISBN: 1647820871
Category : Business & Economics
Languages : en
Pages : 248
Book Description
A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.
Publisher: Harvard Business Press
ISBN: 1647820871
Category : Business & Economics
Languages : en
Pages : 248
Book Description
A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.
The Dark Fantastic
Author: Ebony Elizabeth Thomas
Publisher: NYU Press
ISBN: 1479806072
Category : Literary Criticism
Languages : en
Pages : 235
Book Description
Winner, 2022 Children's Literature Association Book Award, given by the Children's Literature Association Winner, 2020 World Fantasy Awards Winner, 2020 British Fantasy Awards, Nonfiction Finalist, Creative Nonfiction IGNYTE Award, given by FIYACON for BIPOC+ in Speculative Fiction Reveals the diversity crisis in children's and young adult media as not only a lack of representation, but a lack of imagination Stories provide portals into other worlds, both real and imagined. The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter. The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries, Rue from Suzanne Collins’s The Hunger Games, Gwen from the BBC’s Merlin, and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world. In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reinvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”
Publisher: NYU Press
ISBN: 1479806072
Category : Literary Criticism
Languages : en
Pages : 235
Book Description
Winner, 2022 Children's Literature Association Book Award, given by the Children's Literature Association Winner, 2020 World Fantasy Awards Winner, 2020 British Fantasy Awards, Nonfiction Finalist, Creative Nonfiction IGNYTE Award, given by FIYACON for BIPOC+ in Speculative Fiction Reveals the diversity crisis in children's and young adult media as not only a lack of representation, but a lack of imagination Stories provide portals into other worlds, both real and imagined. The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter. The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries, Rue from Suzanne Collins’s The Hunger Games, Gwen from the BBC’s Merlin, and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world. In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reinvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”
Top 10 Games You Can Play in Your Head, by Yourself: Second Edition
Author: Sam Gorski
Publisher: Games You Can Play in Your Hea
ISBN: 9780998379418
Category : Games & Activities
Languages : en
Pages : 200
Book Description
"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.
Publisher: Games You Can Play in Your Hea
ISBN: 9780998379418
Category : Games & Activities
Languages : en
Pages : 200
Book Description
"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.
American Chess Bulletin
Author: Hartwig Cassell
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 414
Book Description
Publisher:
ISBN:
Category : Chess
Languages : en
Pages : 414
Book Description
Imaginary Companions and the Children Who Create Them
Author: Marjorie Taylor
Publisher: Oxford University Press
ISBN: 0195349156
Category : Psychology
Languages : en
Pages : 224
Book Description
Many parents delight in their child's imaginary companion as evidence of a lively imagination and creative mind. At the same time, parents sometimes wonder if the imaginary companion might be a sign that something is wrong. Does having a pretend friend mean that the child is in emotional distress? That he or she has difficulty communicating with other children? In this fascinating book, Marjorie Taylor provides an informed look at current thinking about pretend friends, dispelling many myths about them. In the past a child with an imaginary companion might have been considered peculiar, shy, or even troubled, but according to Taylor the reality is much more positive--and interesting. Not only are imaginary companions surprisingly common, the children who have them tend to be less shy than other children. They also are better able to focus their attention and to see things from another person's perspective. In addition to describing imaginary companions and the reasons children create them, Taylor discusses other aspects of children's fantasy lives, such as their belief in Santa, their dreams, and their uncertainty about the reality of TV characters. Adults who remember their own childhood pretend friends will be interested in the chapter on the relationship between imaginary companions in childhood and adult forms of fantasy. Taylor also addresses practical concerns, providing many useful suggestions for parents. For example, she describes how children often express their own feelings by attributing them to their imaginary companion. If you have a child who creates imaginary creatures, or if you work with pre-schoolers, you will find this book very helpful in understanding the roles that imaginary companions play in children's emotional lives.
Publisher: Oxford University Press
ISBN: 0195349156
Category : Psychology
Languages : en
Pages : 224
Book Description
Many parents delight in their child's imaginary companion as evidence of a lively imagination and creative mind. At the same time, parents sometimes wonder if the imaginary companion might be a sign that something is wrong. Does having a pretend friend mean that the child is in emotional distress? That he or she has difficulty communicating with other children? In this fascinating book, Marjorie Taylor provides an informed look at current thinking about pretend friends, dispelling many myths about them. In the past a child with an imaginary companion might have been considered peculiar, shy, or even troubled, but according to Taylor the reality is much more positive--and interesting. Not only are imaginary companions surprisingly common, the children who have them tend to be less shy than other children. They also are better able to focus their attention and to see things from another person's perspective. In addition to describing imaginary companions and the reasons children create them, Taylor discusses other aspects of children's fantasy lives, such as their belief in Santa, their dreams, and their uncertainty about the reality of TV characters. Adults who remember their own childhood pretend friends will be interested in the chapter on the relationship between imaginary companions in childhood and adult forms of fantasy. Taylor also addresses practical concerns, providing many useful suggestions for parents. For example, she describes how children often express their own feelings by attributing them to their imaginary companion. If you have a child who creates imaginary creatures, or if you work with pre-schoolers, you will find this book very helpful in understanding the roles that imaginary companions play in children's emotional lives.
The Imaginary
Author: A.F. Harrold
Publisher: Bloomsbury Publishing
ISBN: 1408850176
Category : Juvenile Fiction
Languages : en
Pages : 216
Book Description
Rudger is Amanda's best friend. He doesn't exist, but nobody's perfect. Only Amanda can see her imaginary friend – until the sinister Mr Bunting arrives at Amanda's door. Mr Bunting hunts imaginaries. Rumour says that he eats them. And he's sniffed out Rudger. Soon Rudger is alone, and running for his imaginary life. But can a boy who isn't there survive without a friend to dream him up? A brilliantly funny, scary and moving read from the unique imagination of A.F. Harrold, this beautiful book is astoundingly illustrated with integrated art and colour spreads by the award-winning Emily Gravett.
Publisher: Bloomsbury Publishing
ISBN: 1408850176
Category : Juvenile Fiction
Languages : en
Pages : 216
Book Description
Rudger is Amanda's best friend. He doesn't exist, but nobody's perfect. Only Amanda can see her imaginary friend – until the sinister Mr Bunting arrives at Amanda's door. Mr Bunting hunts imaginaries. Rumour says that he eats them. And he's sniffed out Rudger. Soon Rudger is alone, and running for his imaginary life. But can a boy who isn't there survive without a friend to dream him up? A brilliantly funny, scary and moving read from the unique imagination of A.F. Harrold, this beautiful book is astoundingly illustrated with integrated art and colour spreads by the award-winning Emily Gravett.
Social Games
Author: Ednah Dow Cheney
Publisher:
ISBN:
Category : Card games
Languages : en
Pages : 164
Book Description
Publisher:
ISBN:
Category : Card games
Languages : en
Pages : 164
Book Description