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The Everything Tabletop Games Book
  • Language: en
  • Pages: 320

The Everything Tabletop Games Book

  • Type: Book
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  • Published: 2019-07-16
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  • Publisher: Everything

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to ...

Computer Games
  • Language: en
  • Pages: 224

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Playing Games in Nineteenth-Century Britain and America
  • Language: en
  • Pages: 322

Playing Games in Nineteenth-Century Britain and America

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.

The Meaning of Video Games
  • Language: en
  • Pages: 208

The Meaning of Video Games

  • Type: Book
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  • Published: 2008-04-11
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  • Publisher: Routledge

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual s...

Hoyle's Games
  • Language: en
  • Pages: 326

Hoyle's Games

  • Type: Book
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  • Published: 1857
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  • Publisher: Unknown

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Eurogames
  • Language: en
  • Pages: 262

Eurogames

  • Type: Book
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  • Published: 2012-08-16
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  • Publisher: McFarland

While board games can appear almost primitive in the digital age, eurogames—also known as German-style board games—have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.

Hoyle's Games, Improved
  • Language: en
  • Pages: 416

Hoyle's Games, Improved

  • Type: Book
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  • Published: 1803
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  • Publisher: Unknown

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Dialogue – The Mixed Game
  • Language: en
  • Pages: 304

Dialogue – The Mixed Game

The ‘Mixed Game Model’ represents a holistic theory of dialogue which starts from human beings’ competence-in-performance and describes how language is integrated in a general theory of human action and behaviour. Human beings are able to adapt to changing conditions and to pursue their interests by the integrated use of various communicative means, mainly verbal, perceptual and cognitive. The core unit is the dialogic action game or ‘the mixed game’ with human beings at the centre acting and reacting in cultural surroundings. The key to opening up the complex whole is human beings’ nature. The Mixed Game Model demonstrates how the different disciplines of the natural and social sciences and the humanities are mutually interconnected. After a detailed overview of the state of the art, the fundamentals of the theory are laid down. They include a typology of action games which ranges from minimal games to complex institutional games. The description is illustrated by analyses of authentic games.

Life Is A Game
  • Language: en
  • Pages: 322

Life Is A Game

  • Type: Book
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  • Published: 2021-08-22
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  • Publisher: Mevlut Dinc

Life Is A Game tracks the fascinating life and successful career of legendary game developer Mev Dinc. The story begins in a mountainous Black Sea village; his father left him and his mother when Mev was only six months old, and with no home and thrown into poverty, they were left to survive the harsh winters alone. By the time he'd arrived in the UK in 1979, he had an English wife but couldn't speak a word of English. He then bought a ZX Spectrum in 1983 without any desire to use it. But through his resilience and ingrained will to overcome any obstacles, he learned to speak English, and taught himself programming and game development - all in two years! The rest, as they say, is history! This incredible story shows how Mev Dinc came from these humble beginnings and ended up becoming an award-winning developer, a member of BAFTA and the founding father of the Turkish Gaming Sector. This intriguing rags-to-riches tale will inspire as much as it entertains. "Mev is a legend!" - Jon Dean. "A fantastic career" - Steve Merrett "I'm proud of Mev's achievements" - Jon Hare. "I both admire and hold Mev as a dear friend." - Charles Cecil "A true Turkish Gaming Legend" - Ulas Karademir

Probability, Decisions and Games
  • Language: en
  • Pages: 234

Probability, Decisions and Games

INTRODUCES THE FUNDAMENTALS OF PROBABILITY, STATISTICS, DECISION THEORY, AND GAME THEORY, AND FEATURES INTERESTING EXAMPLES OF GAMES OF CHANCE AND STRATEGY TO MOTIVATE AND ILLUSTRATE ABSTRACT MATHEMATICAL CONCEPTS Covering both random and strategic games, Probability, Decisions and Games features a variety of gaming and gambling examples to build a better understanding of basic concepts of probability, statistics, decision theory, and game theory. The authors present fundamental concepts such as random variables, rational choice theory, mathematical expectation and variance, fair games, combinatorial calculus, conditional probability, Bayes Theorem, Bernoulli trials, zero-sum games and Nash ...