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Status Games

Status Games
Author: Loretta Graziano Breuning
Publisher: Rowman & Littlefield
Total Pages: 191
Release: 2021-09-08
Genre: Self-Help
ISBN: 1538144204

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Rewire your brain to avoid the trap of comparison and status-seeking to achieve more contentment and satisfaction from life People care about status despite their best intentions because our brains are inherited from animals who cared about status. The survival value of status in the state of nature helps us understand our intense emotions about status today. Beneath your verbal brain, you have the brain common to all mammals. It rewards you with pleasure hormones when you see yourself in a position of strength, and it alarms you with stress hormones when you see yourself in a position of weakness. But constant striving for status can be anxiety-provoking and joy-stealing. Nothing feels like enough to our mammal brain. It releases those stress chemicals when you think others are ahead of you. Here, Loretta Breuning shines a light on the brain processes that encourage us to seek higher status. She teaches us how to rewire those connections for more contentment and less stress. No more worrying about keeping up with the Joneses. Your new way of thinking will blaze new trails to your happy hormones and you will RELAX.


Status Games Why We Play and H

Status Games Why We Play and H
Author: Loretta G. BREUNING
Publisher: Rowman & Littlefield Publishers
Total Pages: 208
Release: 2021-09-08
Genre:
ISBN: 9781538144190

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People care about status despite their best intentions because our brains are wired this way. But playing status games can be stressful, anxiety-provoking, and joy-stealing. Learn to rewire your brain to replace the trap of social comparison with joy of self-confidence.


The Status Game: On Social Position and How We Use It

The Status Game: On Social Position and How We Use It
Author: Will Storr
Publisher: HarperCollins UK
Total Pages: 416
Release: 2021-09-02
Genre: Psychology
ISBN: 0008354650

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‘Will Storr is one of our best journalists of ideas ... The Status Game might be his best yet’ James Marriott, Books of the Year, The Times


Why We Play

Why We Play
Author: Roberte Hamayon
Publisher: Hau
Total Pages: 343
Release: 2016
Genre: Electronic books
ISBN: 9780986132568

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Play is one of humanity's straightforward yet deceitful ideas: though the notion is unanimously agreed upon to be universal, used for man and animal alike, nothing defines what all its manifestations share, from childish playtime to on stage drama, from sporting events to market speculation. Within the author's anthropological field of work (Mongolia and Siberia), playing holds a core position: national holidays are called "Games," echoing in that way the circus games in Ancient Rome and today's Olympics. These games convey ethical values and local identity. Roberte Hamayon bases her analysis of the playing spectrum on their scrutiny. Starting from fighting and dancing, encompassing learning, interaction, emotion and strategy, this study heads towards luck and belief as well as the ambiguity of the relation to fiction and reality. It closes by indicating two features of play: its margin and its metaphorical structure. Ultimately revealing its consistency and coherence, the author displays play as a modality of action of its own. "Playing is no 'doing' in the ordinary sense" once wrote Johan Huizinga. Isn't playing doing something else, elswhere and otherwise ?


Seven Games: A Human History

Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
Total Pages: 326
Release: 2022-01-25
Genre: History
ISBN: 1324003782

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.


Games for Criminal Status

Games for Criminal Status
Author: Günther Grewe
Publisher: Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
Total Pages: 140
Release: 1979
Genre: Law
ISBN:

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This report develops a game model of criminal development. If social life is understood to be a sequence of encounters which can be analyzed as games for social status, then processes leading to criminal status have their parallel in everyday life. The processes leading to criminal status are seen as a sequence of status degradation ceremonies which can be represented as a series of games played by the actor (an offender) with the victim or general public, the police, the prosecutor, and the court. During each of these games, a part of the social reality of criminal behaviour and criminal status is socially simulated. After each game, the actor has a chance to play the subsequent game in the series if he has lost the previous one. A game is lost if the actor's behaviour has been socially constructed as criminal and his status demoted so that in the next game another status degradation is likely. Thus the model that is developed portrays the processes of differential distribution of immunity in society. The model provides a conceptualization of the labelling approach and the principle of marginality (the phenomena of ubiquity, scarcity, and relativity of marginal positions in social groupings).


Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
Total Pages: 311
Release: 2018-07-12
Genre: Video games in education
ISBN: 2889454967

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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?


An Introductory Course on Mathematical Game Theory and Applications

An Introductory Course on Mathematical Game Theory and Applications
Author: Julio González-Díaz
Publisher: American Mathematical Society
Total Pages: 432
Release: 2023-12-01
Genre: Mathematics
ISBN: 1470467968

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Game theory provides a mathematical setting for analyzing competition and cooperation in interactive situations. The theory has been famously applied in economics, but is relevant in many other sciences, such as psychology, computer science, artificial intelligence, biology, and political science. This book presents an introductory and up-to-date course on game theory addressed to mathematicians and economists, and to other scientists having a basic mathematical background. The book is self-contained, providing a formal description of the classic game-theoretic concepts together with rigorous proofs of the main results in the field. The theory is illustrated through abundant examples, applications, and exercises. The style is distinctively concise, while offering motivations and interpretations of the theory to make the book accessible to a wide readership. The basic concepts and results of game theory are given a formal treatment, and the mathematical tools necessary to develop them are carefully presented. In this second edition, the content on cooperative games is considerably strengthened, with a new chapter on applications of cooperative games and operations research, including some material on computational aspects and applications outside academia.


Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 416
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.