Download or read book Fun Taste Games written by John Sharp and published by MIT Press. This book was released on 2019-03-12 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.
Download or read book Getting to YUM written by Karen Le Billon and published by Harper Collins. This book was released on 2014-05-06 with total page 478 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the author of the popular French Kids Eat Everything, a simple, easy and surprisingly fun way to change dinnertime reactions from YUCK to YUM. Are mealtimes with your kids a source of frustration? Ever wonder how on earth to get them to eat the recommended 5 servings of fruits and veggies per day (or even per week)? Getting to YUM is a practical and engaging guide for parents eager to get past their children's food resistance—or avoid it altogether. It introduces 7 Secrets of Raising Eager Eaters (Secret 1: Teach your child to eat, just like you teach them to read! or Secret 6: Teach me to do it myself: kid participation is every parent's secret weapon). Karen Le Billon, author of French Kids Eat Everything, coaches readers through the process of taste training, including strategies, games and experiments that will encourage even reluctant eaters to branch out. Over 100 delicious, kid-tested, age-appropriate recipes lead families step-by-step through the process of "learning to love new foods," enabling kids to really enjoy the foods we know they should be eating. Wise and compelling, Getting to YUM is grounded in revolutionary new research on the science of taste. Packed full of observations from real-life families, it provides everything parents need to transform their children—from babies to toddlers to teens—into good eaters for life.
Download or read book 100 Days of Real Food written by Lisa Leake and published by Harper Collins. This book was released on 2014-08-26 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 New York Times Bestseller The creator of the 100 Days of Real Food blog draws from her hugely popular website to offer simple, affordable, family-friendly recipes and practical advice for eliminating processed foods from your family's diet. Inspired by Michael Pollan's In Defense of Food, Lisa Leake decided her family's eating habits needed an overhaul. She, her husband, and their two small girls pledged to go 100 days without eating highly processed or refined foods—a challenge she opened to readers on her blog. Now, she shares their story, offering insights and cost-conscious recipes everyone can use to enjoy wholesome natural food—whole grains, fruits and vegetables, seafood, locally raised meats, natural juices, dried fruit, seeds, popcorn, natural honey, and more. Illustrated with 125 photographs and filled with step-by-step instructions, this hands-on cookbook and guide includes: Advice for navigating the grocery store and making smart purchases Tips for reading ingredient labels 100 quick and easy recipes for such favorites as Homemade Chicken Nuggets, Whole Wheat Pasta with Kale Pesto Cream Sauce, and Cinnamon Glazed Popcorn Meal plans and suggestions for kid-pleasing school lunches, parties, and snacks "Real Food" anecdotes from the Leakes' own experiences A 10-day mini starter-program, and much more.
Download or read book Changing the Game written by Craig Tomsky and published by Izzard Ink. This book was released on 2021 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Changing the Game is intended to provide the do-it-yourself sportsman with detailed guidance and proven, time-tested techniques that will optimize the enjoyment of his or her harvest, taking it from field to fork, and for home cooks who are hunting for new ways to up their food game. Author Craig Tomsky grew up in a traditional Italian household in Northern New Jersey, where he was accustomed to good food-really good food. He has coupled his uncompromising love of such fare with his passion for hunting for more than 30 years, and has identified key factors that will reduce and, in most cases, eliminate the undesirable "gamey" flavors that all too often result from inadequately processed and prepared game. He has also developed and refined with his personal flair many recipes from family and friends over the years to not only complement each game's most desirable flavors, but to help you truly transform your game meat into delicious finished dishes. Changing the Game is a total playbook that takes the reader from caring for the game after the harvest through Craig's "keys to changing the game"-specific techniques used during the butchering and preservation processes that will positively impact the flavor and tenderness of the meat. It also lays out a roadmap and recommends equipment the reader can use to expediently and efficiently process various types of game meat. Explanations that support the findings and preparation techniques are provided in relatable layman's terms via anecdotes that are sprinkled throughout the book.Changing the Game finishes with a multitude of delicious recipes-some new, many traditional-that reflect the many cultures that make up this great country of ours. They have been enhanced by game meat as well as Craig's selection and use of complementary ingredients to achieve complex yet delicate flavor profiles for each dish. Changing the Game also contains recipes for side dishes and desserts, along with wine pairing recommendations, to provide the reader with a complete game plan for an enjoyable evening that will leave your dinner guests asking, "Is this really wild game?"
Download or read book Games written by C. Thi Nguyen and published by . This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Download or read book Works of Game written by John Sharp and published by MIT Press. This book was released on 2015-03-06 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
Download or read book Locally Played written by Benjamin Stokes and published by MIT Press. This book was released on 2020-04-07 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Download or read book Games You Can t Lose written by Herbert I. Kavet and published by . This book was released on 1982 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Taste Test written by Kelly Fiore and published by Bloomsbury Publishing USA. This book was released on 2013-08-27 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you can grill it, smoke it, or fry it, Nora Henderson knows all about it. She's been basting baby back ribs and pulling pork at her father's barbeque joint since she was tall enough to reach the counter. When she's accepted to Taste Test, a reality-television teen cooking competition, Nora can't wait to leave her humble hometown behind, even if it means saying good-bye to her dad and her best friend, Billy. Once she's on set, run-ins with her high-society roommate and the maddeningly handsome-not to mention talented-son of a famous chef, Christian Van Lorten, mean Nora must work even harder to prove herself. But as mysterious accidents plague the kitchen arena, protecting her heart from one annoyingly charming fellow contestant in particular becomes the least of her concerns. Someone is conducting real-life eliminations, and if Nora doesn't figure out who, she could be next to get chopped for good. With romance and intrigue as delectable as the winning recipes included in the story, this debut novel will be devoured by all.
Download or read book Making Games written by Stefan Werning and published by MIT Press. This book was released on 2021-02-16 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.
Download or read book The Beauty of Games written by Frank Lantz and published by MIT Press. This book was released on 2023-10-03 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: How games create beauty and meaning, and how we can use them to explore the aesthetics of thought. Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think about literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect. In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.
Download or read book Real Games written by Mia Consalvo and published by MIT Press. This book was released on 2019-10-01 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Download or read book The Stuff Games Are Made Of written by Pippin Barr and published by MIT Press. This book was released on 2023-08-01 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.
Download or read book Mainstreaming and Game Journalism written by David B. Nieborg and published by MIT Press. This book was released on 2023-09-26 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.
Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Download or read book Not In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
Download or read book Honey For Dummies written by C. Marina Marchese and published by John Wiley & Sons. This book was released on 2021-03-05 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get in on the ground level of the next artisan food obsession—honey! Just like wine, cheese, beer or coffee, honey is an artisan food with much to be discovered. Whether you're interested in tasting the various varietals, using it as a cure, or harvesting your own, Honey For Dummies is the guide for you. This book reveals the deep and complex world of honey, its diverse floral sources, and its surprising range of colors, smells, and flavors. You will learn about over 50 single-origin honeys, their sensory profiles, where they are produced and where to buy them. Discover how to taste and evaluate honey using the same methods as professional honey sensory expert. Understand how honey is produced by honeybees, and how beekeepers harvest, and bottle this liquid gold. You'll also discover the historical role honey has played around the world in folklore, religions, and economies. From its health benefits, to recipes, to food pairings, this complete guide covers all things honey! Honey is the latest food trend that can be found at farmers' markets, specialty food shops and on the menu of restaurants. It is produced from bees in every state and just about every country on the planet. Let Honey For Dummies accompany you on your sweet adventure! Discover the rich and complex world of single-origin honey Learn about honey's composition and its myriad health benefits Acquire the skills to taste honey like a pro then how to perfectly pair honeys with all foods Try the book's many wonderful recipes that incorporate honey Honey For Dummies is the perfect companion for every chef, brewer, homesteader, beekeeper or honey lover.