Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary motivations. This volume presents a new theory of games which insists on their unique value. C. Thi Nguyen argues that games are an integral part our systems of communication and our art. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. When we play games, we can pursue a goal, not for its own value, but for the value of the struggle. Thus, playing games involves a motivational inversion from normal life. We adopt an interest in winning temporarily, so we can experience the beauty of the struggle. Games offer us a temporary experience of life under utterly clear values, in a world engineered to fit to our abilities and goals. Games also let us to experience forms of agency we might never have developed on our own. Games, it turns out, are a special technique for communication. They are a technology that lets us record and transmit forms of agency. Our games form a "library of agency" and we can explore that library to develop our autonomy. Games use temporary restrictions to force us into new postures of agency.
Presents a collection of fifty card games, organized by type and difficulty, and complete with instructions, rules, and strategies.
Desperate to maintain America's edge in the upcoming Games, Silas's boss engages an experimental supercomputer to design the genetic code for a gladiator that cannot be beaten.
This delightful collection allows everyone to enjoy firsthand the provocative methods used by the artists and poets of the Surrealist school to break through conventional thought and behavior to a deeper truth.
Classic and comprehensive, this guide to over 350 games is sure to appeal to all ages.
Have you ever struggled to remember your favourite childhood game so you can teach it to your own children? Do you love to reminisce about the good old days when it was all just good old-fashioned fun? The Games Book has the answers.
Frustrated with the state of music in games at that time, two composers at LucasArts, Peter McConnell and Michael Land, created one of the first adaptive music systems, called iMuse. iMuse (Interactive MUsic Streaming Engine) let ...
Written by a nationally known physical education teacher and author, this one-of-a-kind book contains PE games that allow children to develop team and lifetime sport skills in an exciting and meaningful setting--leaving them motivated, ...
So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.
The rise of Sierra is the perfect example of how video game development grew from meager beginnings into multibillion-dollar corporations. Ken worked at IBM as a programmer and brought home a copy of the textbased game Colossal Game, ...
Provides directions for games based on cooperation rather than competition, including indoor and outdoor games, games for special-education classes, and games for children and adults.