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7,258 result(s) for "Games Rules."
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The rule book : the building blocks of games
\"A joyful look at understanding the rules of games, from Magic The Gathering to ski jumping. The authors discuss five broad categories of rules: formal rules, internal rules, social norms, external regulation, and materially embodied rules\"-- Provided by publisher.
The Aesthetic of Play
The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (\"Why is this battle boring?\") than big ones (\"What does this game mean?\"). In this book, the game designer 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, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.
Strategic rule breaking: Time wasting to win soccer games
Rules regulate behavior, but in competitive contexts they also create incentives for rule-breaking because enforcement is imperfect. Sports is a prime example of this, and one that lends itself well to investigation because strategic rule-breaking is often measurable. Professional soccer is a highly competitive team sport with economic rewards for winning given to teams and players. It has a set of rules to ensure fair play, but the enforcement is incomplete, and hence can lead to strategic behavior. Using newly available data, we examine strategic time-wasting, a behavior that help teams win games, or tie games against superior opponents, but is contrary to the objective of game play as entertainment for the spectators. We demonstrate that strategic time-wasting is widespread and is done through delayed restart of the game after goalie capture of the ball, goal kick, throw-in, free kick, corner kick, and substitution. The strategic time-wasting has substantial magnitude, and models of the value per minute predict time-wasting well. Because this time-wasting is a result of incentives created by not stopping the game clock, we predict that a change to rules with stopped game clock when the play is stopped would make game play more time efficient.
When does risk outweigh reward? Identifying potential scoring strategies with netball’s new two-point rule
Changing rules to promote scoring through more ‘high-risk’ play has become common in team sports. Australia’s national netball league (i.e. Suncorp Super Netball) has recently taken this approach–introducing a two-point shooting rule. Teams will be awarded two-points for shots made from an ‘outer circle’ 3.0m-4.9m from the goal in the final five minutes of quarters. We sought to answer a series of questions regarding the implementation and potential strategies surrounding the two-point rule in Suncorp Super Netball. We used video coded data from the 2018 Suncorp Super Netball season to identify the total number of made and missed shots from different distances across the season. We also used shooting statistics from recent Fast5 Netball World Series (a competition with a two-point shooting rule already in place) as a comparator. The reward of two-points is relatively well-aligned to the relative risk of missing shots from the proposed outer versus inner circle (2.22 [1.98, 2.48 95% CIs]) based on existing shooting data from Suncorp Super Netball teams. We found that the relative risk of missing shots from ‘long-’ (i.e. 3.5m-4.0m) versus ‘mid-range’ (i.e. 3.0–3.5m) was only slightly elevated (1.52 [1.21, 1.86 95% CIs])–suggesting teams should favour long- over mid-range shots when the two-point shot is available. Based on the typical number of shots a team receives in a five-minute period, we found that teams may be able to score ~3.51 extra points per quarter when taking all versus no-shots from the two-point outer circle. Analysis of the Fast5 versus Suncorp Super Netball data did, however, reveal that shooting accuracy from long-range may decrease when a two-point shot is available. Teams may need to consider situational factors (e.g. altered opposition defensive strategies) when developing their shooting strategy for taking advantage of the two-point shot.
Balancing Game Rules for Improving Creative Output of Group Brainstorms
This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to improve brainstorm output in relation to quality and quantity of ideas. However, the invasiveness of a gamification can be expected to affect users both positively and negatively. To find an optimum between positive and negative effects of gamification invasiveness, we tested 5 different rule-sets with varying quantity and quality of rules. The results demonstrated that game rules stimulating competitive game behavior improved the quantity and quality of brainstorm output. Yet the invasiveness of the gamification also hindered this positive effect, due to discussions about rules and mandatory game behavior. From these results we deduced 3 types of invasiveness evoked by the rules’ qualities: a) governing rules led to negative cognitive invasiveness, b) forcing rules caused positive as well as negative behavioral invasiveness, and c) adding coins may have led to positive affective invasiveness (i.e., a playful attitude). We conclude our study with recommendations on designing and researching gamification invasiveness in real-life contexts.