Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Series Title
      Series Title
      Clear All
      Series Title
  • Reading Level
      Reading Level
      Clear All
      Reading Level
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Content Type
    • Item Type
    • Is Full-Text Available
    • Subject
    • Country Of Publication
    • Publisher
    • Source
    • Target Audience
    • Donor
    • Language
    • Place of Publication
    • Contributors
    • Location
468 result(s) for "Board games History."
Sort by:
Across the board : how games make us human
\"In Across the Board, tabletop game aficionado Tim Clare takes us through that history and across those civilizations. We learn how the same games emerge over and over and how they've evolved and spread, as well as about the contemporary culture of gaming. With rousing enthusiasm, Tim explores games as familiar to us as Monopoly or chess, as niche as Magic: The Gathering, and as unexpected as the Japanese poetry-matching card game karuta. We learn about games as recreation and as ritual, and above all, we see how they can be a way for us to come together--because of all the things that make us human, there's nothing quite so set up for connection as sharing a round of cards or the roll of a d20. Told with fantastic wit and great love for the subject, Tim Clare's Across the Board is a book for all of us, from the tic-tac-toe players to the dungeon masters and back again\"--Provided by publisher.
Cultural Transmission in Printed Games of Cupid: Tracing Lines of Descent
The Game of Cupid is a simple dice-based race game derived from the Game of the Goose in about 1600. Twelve different examples, covering the period to about 1850 and drawn from France, the Low Countries and Britain, are analysed according to distinctive markers that include rules, game board configuration and decorative elements, showing that the evolution of the game can be described by a single tree of descent. The forces governing this evolution are discussed. The results may be of interest to those investigating whether different aspects of a complex cultural trait – such as a board game that has rules, a board and decorative elements – follow separate cultural transmission processes.
It's all a game : the history of board games from Monopoly to Settlers of Catan
\"Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It's All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations\"-- Provided by publisher.
Sophus Tromholt (1851–1896) – A Neglected Danish Games Inventor
Sophus Tromholt (1851-1896) is remembered mainly as a northern lights explorer and for his photographs of Sámi people in northern Norway, now on the UNESCO World Heritage List. His long publication list also contains popular science books, travel literature and puzzle publications. Moreover, he was also a keen inventor of board games, playing a role in the early history of the board game company Otto Maier Verlag Ravensburg. After a short biography of Tromholt we present a history of his games Mona, Samson, Rocco, Yum-Yum, and Rococo.
Board games : throughout the history and multidimensional spaces
\"Key Features: -Versatility, inspiration, innovations: From history to mathematics and game theory -The book offers ten different new hypotheses related to both, the mathematics and history\"-- Provided by publisher.
Coin-Operated Americans
Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari'sPongin 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade,Coin-Operated Americansexplores the development and implications of the \"video gamer\" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy'sDeath Race(1976), an unlicensed adaptation of the filmDeath Race 2000. And it ventures into the realm of video game films such asTronandWarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men,Coin-Operated Americansis history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games-and in the digital working world beyond.
Go nation
Go (Weiqi in Chinese) is one of the most popular games in East Asia, with a steadily increasing fan base around the world. Like chess, Go is a logic game but it is much older, with written records mentioning the game that date back to the 4th century BC. As Chinese politics have changed over the last two millennia, so too has the imagery of the game. In Imperial times it was seen as a tool to seek religious enlightenment and was one of the four noble arts that were a requisite to becoming a cultured gentleman. During the Cultural Revolution it was a stigmatized emblem of the lasting effects of feudalism. Today, it marks the reemergence of cultured gentlemen as an idealized model of manhood. Marc L. Moskowitz explores the fascinating history of the game, as well as providing a vivid snapshot of Chinese Go players today. Go Nation uses this game to come to a better understanding of Chinese masculinity, nationalism, and class, as the PRC reconfigures its history and traditions to meet the future.
Who was Milton Bradley?
\"Meet the man behind the board games: Milton Bradley. Born in Maine in 1836, Milton Bradley moved with his family to the working-class city of Lowell, Massachusetts, at age 11. His early life consisted of several highs and lows, from graduating high school and attending Harvard to getting laid off and losing his first wife. These experiences gave Bradley the idea for his first board game: The Checkered Game of Life. He produced and sold Life across the country and it quickly became a national sensation. Working with his company, the Milton Bradley Company, he continued to produce board games, crayons, and kid-friendly school supplies for the rest of his life. He is often credited as the father of board games, and the Milton Bradley Company has created Battleship, Jenga, Yahtzee, Trouble, and many more classic games\"-- Provided by publisher.
Playful Identities
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.