Search Results for how-i-played-the-game

The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life.

Author: Bernard De Koven

Publisher: MIT Press

ISBN: 9780262019170

Category: Games & Activities

Page: 176

View: 660

The return of a classic book about 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.
2013-08-23 By Bernard De Koven

By playing the Babylon 5 Roleplaying Game, you can create a character who lives both on the Babylon 5 space station as well as in your own imagination and that of your friends'. One player will take the role of the Games Master, ...

Author: J. Michael Straczynski

Publisher: Mongoose Publishing

ISBN: 9781905471201

Category: Games

Page: 360

View: 239

The greatest science fiction adventure ever comes to roleplaying as it has never been seen before! Featuring the space station that changed the destiny of an entire galaxy, the Babylon 5 RPG from Mongoose Publishing allows play to take on the role of characters from the award-winning TV series. (*************************Additional Text***************************) Featuring the space station that changed the destiny of an entire galaxy, the Babylon 5 RPG from Mongoose Publishing allows players to take on the role of characters from the award-winning TV series. This all new edition revisits one of the most successful Sci-Fi roleplaying games of recent years, bringing the game to an all new group of fans! Existing fans will not be disappointed, the rules have been tweaked so that the game is even better than before, and most importantly, is a stand-alone rulebook in it's own right with no requirement for the use of another rulebook! The Babylon 5 universe is filled with action-packed adventures that wash the galaxy in tales of heroes, villains and epic schemes. Not all plots and schemes involve a starship firing console or powered-up PPG, some play-out without a single shot fired - battles fought with credits and politics, boycotts and embargoes.
2006-04-01 By J. Michael Straczynski

5.1 Gaming Behaviour As subjects in the study were not given any recommendations on when to play, what games to play or how much to play, it is possible to analyse subjects' gaming behaviour from the usage pattern.

Author: Maiga Chang

Publisher: Springer

ISBN: 9783642033643

Category: Education

Page: 579

View: 468

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.
2009-07-31 By Maiga Chang

SECTION II: COMMUNAL GAMES Here we move from the playing fields to the parlor and nursery, examining the social games played with family or friends as part of a private circle. In “ 'The Memory Game': Play, Trauma, ...

Author: Ann R. Hawkins

Publisher: SUNY Press

ISBN: 9781438485560

Category: History

Page: 352

View: 534

Illuminates the ways games—from baseball cards to board games, charades to boxing, and croquet to strategies of war—were integral to nineteenth-century life and culture in the United States and Britain. A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments. Ann R. Hawkins is Assistant Provost for Graduate Education and Research in the Office of the Provost at the State University of New York System Administration. She is the editor of Teaching Bibliography, Textual Criticism, and Book History and the nine-volume scholarly edition Romantic Women Writers Reviewed, and coeditor (with Maura Ives) of Women Writers and the Artifacts of Celebrity in the Long Nineteenth Century. Erin N. Bistline is Lecturer in the Department of English at the University of Tennessee-Knoxville. Maura Ives is Professor and Head of the Department of English at Texas A&M University. She is the author of Christina Rossetti: A Descriptive Bibliography and editor of George Meredith's Essay On Comedy and Other New Quarterly Magazine Publications: A Critical Edition.
2021-11-01 By Ann R. Hawkins

Part of the social e‡cacy of the role-playing game form that I have identified, its recuperation of the social possibilities latent in product art, is the undermining of the capitalist mythology that tries to hypnotize people into ...

Author: Daniel Mackay

Publisher: McFarland

ISBN: 0786450479

Category: Games & Activities

Page: 215

View: 332

Many of today’s hottest selling games—both non-electronic and electronic—focus on such elements as shooting up as many bad guys as one can (Duke Nuk’em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokémon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don’t exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art—especially in terms of aesthetics—of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
2017-08-11 By Daniel Mackay

The use of the term 'tabletop' as a prefix to 'role-playing games' references a specific type of RPG that is most commonly played around a table. Players use rulebooks, pieces of paper, pencils, and dice to play such games.

Author: Ashley ML Brown

Publisher: Routledge

ISBN: 9781317607014

Category: Social Science

Page: 156

View: 976

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.
2015-03-05 By Ashley ML Brown

While playing Dark Revelations, the Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Most actions require dice rolls to determine ...

Author: C.N. Constantin

Publisher: Chris Constantin

ISBN: 9780994005502



View: 530

The Hodgepocalypse takes North America and the d20 system and makes it a diverse world filed with magical rites, modern technology and bizarre cultures.
2014-12-07 By C.N. Constantin

Most games offer players ways they can help keep griefers away. For example, Club Penguin players who have been playing the game for 30 days can become “secret agents,” who help keep the game safe. Never blame yourself for the way ...

Author: Bonnie Spivet

Publisher: The Rosen Publishing Group, Inc

ISBN: 9781448865840

Category: Juvenile Nonfiction

Page: 24

View: 435

Online games have exploded as a popular medium for kids and adults alike. From simple single-player “casual games” to massive multiplayer online games (or mmogs), there are a lot of ways to have fun online, but there are also risks. This book teaches readers how to participate safely in the online gaming community, from keeping personal information safe while gaming on social networks to avoiding bullies and “griefers” online. The text provides resources for kids to play games online as well as sidebars that dive deeper into this high-interest topic.
2011-11-01 By Bonnie Spivet

Interestingly, while tabletop role- playing games (TRPGs) emerged from wargaming, wargaming has also shifted as a genre. Warhammer, in particular, outlines a backstory for the different armies involved. In some cases, players of war ...

Author: Jennifer Grouling Cover

Publisher: McFarland

ISBN: 9780786456178

Category: Games & Activities

Page: 215

View: 376

Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.
2014-01-10 By Jennifer Grouling Cover

It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines.

Author: Johannes Fürnkranz

Publisher: Nova Publishers

ISBN: 1590330218

Category: Games & Activities

Page: 298

View: 420

The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.