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Play Among Books

Play Among Books
Author: Miro Roman
Publisher: Birkhäuser
Total Pages: 528
Release: 2021-12-06
Genre: Architecture
ISBN: 3035624054

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How does coding change the way we think about architecture? This question opens up an important research perspective. In this book, Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books. Focusing on the intersection of information technology and architectural formulation, the authors create an evolving intellectual reflection on digital architecture and computer science.


Play Between Worlds

Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 206
Release: 2009-02-13
Genre: Computers
ISBN: 0262250543

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A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


Connected Play

Connected Play
Author: Yasmin B. Kafai
Publisher: MIT Press
Total Pages: 211
Release: 2013-10-11
Genre: Computers
ISBN: 0262019930

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How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.


From Playgrounds to Playstation

From Playgrounds to Playstation
Author: Carroll Pursell
Publisher: Johns Hopkins University Press+ORM
Total Pages: 277
Release: 2015-04-23
Genre: Technology & Engineering
ISBN: 1421416514

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This “engaging social history of play” explores how technology and culture have shaped toys, games, and leisure—and vice versa (Choice). In this romp through the changing landscape of nineteenth- and twentieth-century American toys, games, hobbies, and amusements, technology historian Carroll Pursell poses a simple but interesting question: What can we learn by studying the relationship between technology and play? From Playgrounds to PlayStation explores how play reflects and drives the evolution of American culture. Pursell engagingly examines the ways in which technology affects play and play shapes people. The objects that children (and adults) play with and play on, along with their games and the hobbies they pursue, can reinforce but also challenge gender roles and cultural norms. Inventors—who often talk about “playing” at their work, as if motivated by the pure fun of invention—have used new materials and technologies to reshape sports and gameplay, sometimes even crafting new, extreme forms of recreation, but always responding to popular demand. Drawing from a range of sources, including scholarly monographs, patent records, newspapers, and popular and technical journals, the book covers numerous modes and sites of play. Pursell touches on the safety-conscious playground reform movement, the dazzling mechanical innovations that gave rise to commercial amusement parks, and the media’s colorful promotion of toys, pastimes, and sporting events. Along the way, he shows readers how technology enables the forms, equipment, and devices of play to evolve constantly, both reflecting consumer choices and driving innovators and manufacturers to promote toys that involve entirely new kinds of play—from LEGOs and skateboards to beading kits and videogames.


The Direction of Play

The Direction of Play
Author: Takeo Kajiwara
Publisher:
Total Pages: 270
Release: 1979
Genre: Go (Game)
ISBN:

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Among Our Books

Among Our Books
Author: Carnegie Library of Pittsburgh
Publisher:
Total Pages: 958
Release: 1918
Genre: Libraries
ISBN:

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Play for Life

Play for Life
Author: Brian Sutton-Smith
Publisher:
Total Pages:
Release: 2016-12-30
Genre:
ISBN: 9780940365032

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The Ohio Teacher

The Ohio Teacher
Author:
Publisher:
Total Pages: 614
Release: 1914
Genre: Education
ISBN:

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American Book Trade Manual

American Book Trade Manual
Author:
Publisher:
Total Pages: 352
Release: 1915
Genre: Book collectors
ISBN:

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Includes lists of publishers, booksellers and private book collectors.


Nature in Books

Nature in Books
Author: James Logie Robertson
Publisher:
Total Pages: 164
Release: 1914
Genre: Natural history in literature
ISBN:

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