Games are Not

Games are Not
Title Games are Not PDF eBook
Author David Myers
Publisher
Pages 214
Release 2017
Genre GAMES & ACTIVITIES
ISBN 9781526121653

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In Game are not, David Myers demonstrates that current controversies and conflicts surrounding the meanings and effects of videogames are not going away; they are essential properties of the game's unique and paradoxical aesthetic form: a form critical to human creativity, knowledge, and sustenance of the species.

Real Games

Real Games
Title Real Games PDF eBook
Author Mia Consalvo
Publisher MIT Press
Pages 219
Release 2019-10-01
Genre Games & Activities
ISBN 0262042606

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How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

Bad Kitty Does Not Like Snow

Bad Kitty Does Not Like Snow
Title Bad Kitty Does Not Like Snow PDF eBook
Author Nick Bruel
Publisher Macmillan
Pages 26
Release 2016-09-06
Genre Juvenile Fiction
ISBN 1626725810

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"Kitty is back in this ... tale in which she discovers that she does not, in fact, like snow. Not at all. Not even a little"--

Games to Play and Games Not to Play

Games to Play and Games Not to Play
Title Games to Play and Games Not to Play PDF eBook
Author Uri Weiss
Publisher Springer Nature
Pages 240
Release 2023
Genre Decision making
ISBN 3031276019

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This book contributes to the theatrical discussions of equilibria that rest on error--in which we include mistaken choices of games to play. Extant game theory recommends diverse strategies (plans of actions) for various given games, particularly those in Nash equilibria, in which no player benefits from one-sided strategy alteration. The literature also refers to the design of games that fit given goals. This is the mechanism design theory; its function is to serve social planners ignorant of the preferences of the people intended to play them. Our study of games avoidance adds to game theory the meta-game of choosing what game to play and what game to avoid playing, and that both players and planners can generate. This comprises a shift from the maximalist position that aims to maximize possible profit to the minimalist one that aims at minimizing possible loss. This shift depends on the question, considering the public interest, what set of games is it advisable to encourage? Obviously, it is advisable to encourage playing some groups of games such as trade, as well as to discourage playing other groups of games such as wars. This shift makes the theory much more applicable to social science: usually, choosing what game to play is less practical than choosing what game not to play. This invites legislation and similar incentives; their study should aim at the improvement of their usefulness. Discussing the possibility of changing both game and strategy renders game theory part-and-parcel of social science. For this mathematical models will not do: it requires a clear distinction between describing options and explaining situations. Explanations may enhance efforts at improvement.

Seven Games: A Human History

Seven Games: A Human History
Title Seven Games: A Human History PDF eBook
Author Oliver Roeder
Publisher W. W. Norton & Company
Pages 326
Release 2022-01-25
Genre History
ISBN 1324003782

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention
Title Video Game Influences on Aggression, Cognition, and Attention PDF eBook
Author Christopher J. Ferguson
Publisher Springer
Pages 205
Release 2018-08-21
Genre Psychology
ISBN 3319954954

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This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

The Game's Not Over

The Game's Not Over
Title The Game's Not Over PDF eBook
Author Gregg Easterbrook
Publisher PublicAffairs
Pages 241
Release 2015-12-08
Genre Sports & Recreation
ISBN 1610396499

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Is there anything more universally American than NFL football? Love of the NFL runs deep and broad. It is a primetime TV event on multiple national networks, subsidized by public funds and popular from Mount Rainier to Miami Beach. The 2015 Super Bowl, a thriller between the Patriots and Seahawks, was the most-watched program in the history of television, with more than a third of the country watching. Yet football is in trouble. Public anxiety over football spiked in 2014 during the heat of the Ray Rice domestic violence scandal, the ongoing concussion crisis and the league's appropriations of tax money for its own ends. The mounting problems have led some to question the ethics of watching America's beloved game. In this sharply argued, witty, observant book, Gregg Easterbrook makes a spirited case in defense of the NFL. As he shows, the league brings together Americans of all stripes, providing a rare space to talk about what matters. Indeed, the various issues we see in the league are often microcosms of the ones we see elsewhere, whether it's suspicion of the rich, or gender politics or even concern over bullying. The NFL's social, economic and legal problems are real, but they also produce some of our best and most valuable discussions of those issues. Football is a magnificent incarnation of our national character. It has many flaws, and they need fixing -- but the game's not over.