This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries
Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.
With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
Encourages children to develop their imaginations, social skills, self-expression, and coordination with a collection of 101 dance games that emphasize creativity, no-blame activities, working with a group, and more.
In this 1982 book, the theory of games, first developed to analyse economic behaviour, is modified so that it can be applied to evolving populations. John Maynard Smith's concept of an evolutionarily stable strategy is relevant whenever the best thing for an animal or plant to do depends on what others are doing. The theory leads to testable predictions about the evolution of behaviour, of sex and genetic systems, and of growth and life history patterns. This book contains a full account of the theory, and of the data relevant to it. The account is aimed at senior undergraduate and graduate students, teachers and research workers in animal behaviour, population genetics and evolutionary biology. The book will also be of interest to mathematicians and game theorists; the mathematics has been largely confined to appendixes so that the main text may be easily followed by biologists.