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result(s) for
"board game"
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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.
The effectiveness of intervention with board games: a systematic review
by
Noda, Shota
,
Shirotsuki, Kentaro
,
Nakao, Mutsuhiro
in
Attention deficit hyperactivity disorder
,
Behavioral Sciences
,
Board game
2019
To examine the effectiveness of board games and programs that use board games, the present study conducted a systematic review using the PsycINFO and PubMed databases with the keywords “board game” AND “trial;” in total, 71 studies were identified. Of these 71 studies, 27 satisfied the inclusion criteria in terms of program content, intervention style, and pre–post comparisons and were subsequently reviewed. These 27 studies were divided into the following three categories regarding the effects of board games and programs that use board games: educational knowledge (11 articles), cognitive functions (11 articles), and other conditions (five articles). The effect sizes between pre- and post-tests or pre-tests and follow-up tests were 0.12–1.81 for educational knowledge, 0.04–2.60 and − 1.14 – − 0.02 for cognitive functions, 0.06–0.65 for physical activity, and − 0.87 – − 0.61 for symptoms of attention-deficit hyperactivity disorder (ADHD). The present findings showed that, as a tool, board games can be expected to improve the understanding of knowledge, enhance interpersonal interactions among participants, and increase the motivation of participants. However, because the number of published studies in this area remains limited, the possibility of using board games as treatment for clinical symptoms requires further discussion.
Journal Article
Who was Milton Bradley?
by
Anderson, Kirsten (Kirsten Stephanie), author
,
Foley, Tim, 1962- illustrator
in
Bradley, Milton, 1836-1911 Juvenile literature.
,
Bradley, Milton, 1836-1911.
,
Milton Bradley Company Juvenile literature.
2016
\"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.
Using a Board Game to Teach about Sustainable Development
by
Chang, Chun-Yen
,
Chen, Shih-Yeh
,
Liu, Shiang-Yao
in
Biological diversity
,
Climate change
,
Collaboration
2021
Examining and developing courses of education for sustainable development (ESD) is the goal of this study. Building on the theory of game-based learning, this study develops teaching strategies that employ board games for ESD. The design context of the board game, entitled “Be Blessed Taiwan”, is situated in the dilemma between biological conservation and economic development. It incorporates four core systemic concepts: the economy, policies, society, and ecology. Students from two high schools played the game for 200 min and 400 min, respectively (100 min per week). The study collected complete pre-game and post-game data from 34 high school students, including the test of scientific concepts, and gameplay results. The research results indicate that students’ test scores significantly increased after the gameplay with a medium effect size; specifically, a large effect on the dimension of biodiversity concepts and a medium effect on the dimension of biological conservation concepts. The analysis of students’ gameplay results shows the difficulty for high-school students to achieve all four ESD goals.
Journal Article
Super Pokâemon Pop-up : White Kyurem
by
Dalgleish, Heather
,
BlueRed Press (Firm)
,
Pokâemon Company International
in
Dragons Juvenile fiction.
,
Pokâemon (Fictitious characters) Juvenile fiction.
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Toy and movable books Specimens.
2013
The book that turns into a dragon. Meet the legendary Pokâemon Kyurem and see what pops out as this dragon-type Pokâemon takes to the skies of your room as White Kyurem!
Finding Ludemes in Modern Board Games: Analyzing the Top Number One Games of Board Game Geek
2023
The first profound ludemic studies are being done at the moment. Some projects are exploring the ludemic approach in video games and historic games. However, contemporary games known as modern board games are still underexplored. In this paper, the number one games, according to Board Game Geek since 2000, are analyzed according to a systemic approach. The authors propose exploring the game system and other dimensions of each game in order to find design patterns that help support a ludemic approach. By addressing ludemes, the authors seek to contribute to understanding the success of modern board games in an age of video game domination.
Journal Article
Cultural Transmission in Printed Games of Cupid: Tracing Lines of Descent
2024
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.
Journal Article
Making Virtual Worlds
by
Malaby, Thomas
in
ANTHROPOLOGY
,
Business anthropology
,
Business anthropology -- California -- San Francisco -- Case studies
2009,2017,2011
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online.
Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created.
Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions.
InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Playful Identities
2015
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.
The (2, m, 2, ∞, r)-Wizard of Houses
2020
The (n, m, l, t, r)-Wizard of houses is a game played by n players p1, p2, p3, ..., pn on a board with m houses. There are l colors of token, and t tokens for each color. Each player chooses one color from the l colors, so that each has a different color. Player p1 starts the game by choosing one token of any color and putting it into any house. Players p2, p3, p4, ..., pn follow suit, until one round is completed. The game is over when the rth round ends or after the tokens are all played, whichever comes first. In each house, each player who has the highest number of his own colored tokens receives one point. The winner is the player who has the highest score. In this paper, we determine the (2, m, 2, ∞, r)-Wizard of houses. We provide non-losing strategies for both players.
Journal Article