The New Games Book
Author: Andrew Fluegelman
Publisher: Sidgwick & Jackson
With Best New Games, Updated Edition, you can lead people of all ages and abilities in cooperative fun! This resource is rich with activity ideas for classroom and physical education teachers as well as group leaders in settings such as scout troops, youth groups, college orientations, retirement and senior centers, day care centers, park district programs, and business conferences and meetings. Best New Games is the most comprehensive collection of New Games currently available, presenting a wide range of activities, including ice breakers and get-acquainted games, games for building sensitivity and trust, team-building games, and games for opening and closing your play session. For those unfamiliar with New Games, you’ll find 15 video clips depicting 15 of the games in action to help you quickly understand how to play and present New Games. Best New Games begins by covering the basics of using the games, including how to lead, adapt, and create your own New Games. Then you’ll find 77 games presented according to activity level (low, low/moderate, moderate, and high) as well as 7 trust games. Each game description includes instructions for play, tips, safety considerations, age-level accommodations, space and equipment requirements, and the developmental skill focus. The updated edition also features an easier-to-use format and a game finder to help you take the stress out of planning play sessions. The game finder offers an at-a-glance listing of all games organized by activity level, when to play, number of players, special space and equipment needed, social purposes, and skills needed and developed. An expanded discussion of how to use the activities in the book will help you identify the games appropriate for your group and your unique needs. For teachers, a new section details how New Games can fulfill educational and physical activity standards in the United States, Australia, Canada, and the United Kingdom. Plus, ideas and suggestions for incorporating New Games into lesson plans offers a great starting point for more active learning in the classroom. With Best New Games, you can give your students and group members a new way to be physically and mentally active, regardless of age, size, sex, or ability. By focusing on the fun of play, Best New Games, Updated Edition, can help you pave the way to better teamwork, cooperation, and trust both in and out of the classroom.
Describes the rules of unusual games that emphasize challenge rather than competition
A collection of nearly 300 nursery rhymes accompanied by a section with background and suggestions for using the rhymes.
Fun and Games
Author: Duane Swierczynski
Publisher: Mulholland Books
The first of three explosive pulp thrillers arriving back-to-back from cult crime fiction sensation and Marvel Comics scribe Duane Swierczynski. Charlie Hardie, an ex-cop still reeling from the revenge killing of his former partner's entire family, fears one thing above all else: that he'll suffer the same fate. Languishing in self-imposed exile, Hardie has become a glorified house sitter. His latest gig comes replete with an illegally squatting B-movie actress who rants about hit men who specialize in making deaths look like accidents. Unfortunately, it's the real deal. Hardie finds himself squared off against a small army of the most lethal men in the world: The Accident People. It's nothing personal-the girl just happens to be the next name on their list. For Hardie, though, it's intensely personal. He's not about to let more innocent people die. Not on his watch.
33 fun, noisy, and easy card games for everyone in the family.
A Book of Games
Author: Hugh Prather
Publisher: Main Street Books
Religious games suggest new perspectives on life by proposing unusual, hypothetical conditions and having the players imagine their reactions
Classic and comprehensive, this guide to over 350 games is sure to appeal to all ages. From Bridge to Poker and Solitaireto Hearts, card games are a beloved source of entertainment and competition (and they are recession proof!). This authoritative book is ideal for every household, college dorm, family cabin, or neighborhood bar that has a pack of cards. Designed in the style of the popular Ultimate Bar Book, this essential resource provides the rules to dozensof variations of your favorite games, and a few you've probably never heard of (Bezique, anyone?). With simple instructions and clear illustrations to guide the way, this volume will be a welcome addition to any gamer's library.
Six friends cross over into a dangerous fantasy world — will they make it back alive?
Presents descriptions and instructions for four hundred and fifty games that help to encourage play and stimulate age-appropriate developmental skills.
Presents a collection of fifty card games, organized by type and difficulty, and complete with instructions, rules, and strategies.
The Games Bible
Author: Leigh Anderson
Publisher: Workman Publishing Company
A comprehensive compendium celebrating the old-fashioned pleasure of pure play.
The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.
Author: Tom Bissell
Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading. From the Hardcover edition.
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.