In The Genesis of Animal Play, Gordon Burghardt examines the origins and evolution of play in humans and animals. He asks what play might mean in our understanding of evolution, the brain, behavioral organization, and psychology. Is play essential to development? Is it the driving force behind human and animal behavior? What is the proper place for the study of play in the cognitive, behavioral…
Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and app…
Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being."What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, t…
The contributors bring a wide range of methodologies to bear on the common problem of image-based object recognition. These interconnected essays on three-dimensional visual object recognition present cutting-edge research by some of the most creative neuroscientific, cognitive, and computational scientists in the field. Cassandra Moore and Patrick Cavanagh take a classic demonstration, t…
"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 …
"In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in…
In this book, Brian Upton analyzes the experience of play - how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, he develops a framework for understanding play, introducing a set of critical tools that can help analyze games and game designs and identify ways in wh…
What if every part of our everyday life was turned into a game? The implications of "gamification."OCLC-licensed vendor bibliographic record.
A long-term study providing rare insights into the precarious career and ordinary working culture of professional footballers. Away from the celebrity-obsessed media gaze, the work of a professional footballer is rarely glamorous and for most players a career in football is insecure and short-lived. A former professional, Martin Roderick’s familiarity with the world of football is the foundat…
The land and those who live in intimate terms with it are the focus of Koller’s plays. In The Seed Savers, farmers face pressure to purchase genetically modified seed; a protagonist refuses to sell untilled land for development in Cowboy Boots and a Corsage; a dying woman sees a lake as her final resting place in Abby’s Place; and in The Early Worm Club, Millie realizes a deep sense of belo…