Printing Trends in Board & Card Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Life Cycle Patterns of Cognitive Performance Over the Long
Life cycle patterns of cognitive performance over the long run Anthony Strittmattera,1 , Uwe Sundeb,1,2, and Dainis Zegnersc,1 aCenter for Research in Economics and Statistics (CREST)/Ecole´ nationale de la statistique et de l’administration economique´ Paris (ENSAE), Institut Polytechnique Paris, 91764 Palaiseau Cedex, France; bEconomics Department, Ludwig-Maximilians-Universitat¨ Munchen,¨ 80539 Munchen,¨ Germany; and cRotterdam School of Management, Erasmus University, 3062 PA Rotterdam, The Netherlands Edited by Robert Moffit, John Hopkins University, Baltimore, MD, and accepted by Editorial Board Member Jose A. Scheinkman September 21, 2020 (received for review April 8, 2020) Little is known about how the age pattern in individual perfor- demanding tasks, however, and are limited in terms of compara- mance in cognitively demanding tasks changed over the past bility, technological work environment, labor market institutions, century. The main difficulty for measuring such life cycle per- and demand factors, which all exhibit variation over time and formance patterns and their dynamics over time is related to across skill groups (1, 19). Investigations that account for changes the construction of a reliable measure that is comparable across in skill demand have found evidence for a peak in performance individuals and over time and not affected by changes in technol- potential around ages of 35 to 44 y (20) but are limited to short ogy or other environmental factors. This study presents evidence observation periods that prevent an analysis of the dynamics for the dynamics of life cycle patterns of cognitive performance of the age–performance profile over time and across cohorts. over the past 125 y based on an analysis of data from profes- An additional problem is related to measuring productivity or sional chess tournaments. -
Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
Rochester Institute of Technology RIT Scholar Works Articles Faculty & Staff Scholarship Summer 9-2020 Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches Owen Gottlieb Rochester Institute of Technology Ian Schreiber Rochester Institute of Technology Follow this and additional works at: https://scholarworks.rit.edu/article Part of the African History Commons, Ancient, Medieval, Renaissance and Baroque Art and Architecture Commons, Architectural History and Criticism Commons, Civil Law Commons, Cultural History Commons, Curriculum and Instruction Commons, Digital Humanities Commons, Educational Assessment, Evaluation, and Research Commons, Educational Methods Commons, Educational Technology Commons, Ethics in Religion Commons, Game Design Commons, History of Religion Commons, Instructional Media Design Commons, Interactive Arts Commons, Interdisciplinary Arts and Media Commons, Islamic World and Near East History Commons, Jewish Studies Commons, Jurisprudence Commons, Legal Commons, Legal History Commons, Legal Studies Commons, Medieval History Commons, Medieval Studies Commons, Religion Law Commons, Religious Education Commons, Scholarship of Teaching and Learning Commons, Teacher Education and Professional Development Commons, and the Torts Commons Recommended Citation Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. In Douglas Brown and Esther MacCallum Stewart (editors), Rerolling Boardgames: Essays on Themes, Systems, Experiences, and Ideologies (pp. 195-211). McFarland & Company, Inc. This Book Chapter is brought to you for free and open access by the Faculty & Staff Scholarship at RIT Scholar Works. It has been accepted for inclusion in Articles by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Appears in: Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
Reviews of Selected Books and Articles on Gaming and Simulation. INSTITUTION Rand Corp., Santa Monica, Calif
DOCUMENT RESUME ED 077 221 EM 011 125 AUTHOR Shubik, Martin; Brewer, Garry D. TITLE Reviews of Selected Books and Articles on Gaming and Simulation. INSTITUTION Rand Corp., Santa Monica, Calif. SPONS AGENCY Department of Defense, Washington, D.C. Advanced Research Projects Agency. REPORT NO R-732-ARPA PUB DATE Jun 72 NOTE 55p.; ARPA Order No.: 189-1 EDRS PRICE MF -$0.65 HC-$3.29 DESCRIPTORS *Annotated Bibliographies; Educational Games; *Games; *Game Theory; *Models; *Simulation IDENTIFIERS War Games ABSTRACT This annotated bibliography represents the initial step taken by the authors to apply standards of excellence tothe evaluation of literature in the fields of gaming, simulation,and model-building. It aims at helping persons interested in these subjects deal with the flood of literatureon these topics by making value judgments, based on the professional competence ofthe reviewers, abcut individual works. Forty-eight books and articlesare reviewed, covering the years 1898-1971, although most of the works were published in the past 15 years. The majority of these deal with one of the following topics: 1) general game theory; 2) instructional games and simulation; 3) board and table games, suchas chess and dice games; 4) war games; 5) the interpersonal and psychological aspects of gaming; 6) gaming and the behavioral sciences; 7) crisis and conflict; and 8) the application of game theory to politicaland social policy-making. The reviews range in length froma few sentences-iko several pages, depending upon the individual articleor book. 044 ARPA ORDER NO.: 189-1 3D20 Human Recources R-732-ARPA June 1972 Reviews of Selected Books and ArticlesonGaming and Simulation Martin Shubik and Garry D. -
September 1988
The Glass Wreck at Ser~e Limani During the summers of 1977 through 1979, the Institute of Nautical Ar chaeology and Texas A&M University excavated an early 11th-century shipwreck at Ser<;e Limani, a natural harbor on the Turkish coast directly north of Rhodes. In the early 11th century, the two principal powers in the eastern Mediterranean were the Byzantine Empire, which had dominion over the Balkans and Asia Minor, and the Moslem caliphate of the Fatimids, who ruled from Cairo, a realm that extended from Tunisia to just below the Byzantine city of Antioch in northern Syria. The shipwreck has been closely dated by Fatimid glass weights for weighing coins, the latest of which date to either 1024/25 or possibly 1021/22. The sinking therefore occurred during the third decade of the 11th century, a time of improving Fatimid-Byzantine relations, affirmed by a peace treaty in 1027. Almost a decade has passed since the shipwreck was excavated. The remains of the ship have been conserved and reconstructed, and considerable progress has been made in the study of many of the other finds. We will soon begin in earnest preparation of the first of several volumes planned for the final report. It seems timely therefore to offer to the readers of the INA Newsletter a brief overview of what we have learned to date about the ship, her cargoes, and her last voyage. Sponsors for the excavation and study of artifacts include INA, National En dowment for the Humanities, National Science Foundation, National Geographic Society, Ashland Oil Inc., Anna C. -
The International Society for Iranian Studies
THE INTERNATIONAL SOCIETY FOR IRANIAN STUDIES www.iranianstudies.com ISIS Newsletter Volume 36, Number 1 May 2015 EDITOR’S NOTE Dear ISIS Members, The new year has begun with hopeful news of an agreement on the repercussions on the work of our organization and its members in the United States, in Iran, and beyond. It has also begun with new leadership at ISIS, as incoming president Touraj Atabaki has taken the reins from Mehrzad followed by excerpts of speeches given at the recent symposium honoring Professor Ehsan Yarshater on the occasion of his 95th birthday, a highly vivid report of the recently held symposium “Hedayat in Mumbai,” research, member and dissertation news, a list of recently published monographs in Iranian Studies, and much more. We hope you will enjoy the many contributions so generously provided by members of our vibrant community. Finally, a friendly reminder that members can now submit panel, roundtable and paper abstracts for the ISIS 2016 Conference to be held in Vienna by logging in to the ISIS website and following the instructions for submission and conference pre-registration. Warm regards, Mirjam Künkler, Princeton University PRESIDENT’S NOTE It has been a privilege to be trusted by the members of the International Society for Iranian Studies to assume the position of the Presidency of an academic institution, which, with nearly fifty years of history, stands out as one of the oldest associations of its kind in West Asian studies. It is also a privilege to assume the position of the Presidency of the society, when the past-president, in this case my good friend Mehrzad Boroujerdi, has left a management system that eases my tasks enormously. -
Whose Game Is It Anyway? Board and Dice Games As an Example of Cultural Transfer and Hybridity Mark Hall
Whose Game is it Anyway? Board and Dice Games as an Example of Cultural Transfer and Hybridity Mark Hall To cite this version: Mark Hall. Whose Game is it Anyway? Board and Dice Games as an Example of Cultural Transfer and Hybridity. Archimède : archéologie et histoire ancienne, UMR7044 - Archimède, 2019, pp.199-212. halshs-02927544 HAL Id: halshs-02927544 https://halshs.archives-ouvertes.fr/halshs-02927544 Submitted on 1 Sep 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. ARCHIMÈDE N°6 ARCHÉOLOGIE ET HISTOIRE ANCIENNE 2019 1 DOSSIER THÉMATIQUE : HISTOIRES DE FIGURES CONSTRUITES : LES FONDATEURS DE RELIGION DOSSIER THÉMATIQUE : JOUER DANS L’ANTIQUITÉ : IDENTITÉ ET MULTICULTURALITÉ GAMES AND PLAY IN ANTIQUITY: IDENTITY AND MULTICULTURALITY 71 Véronique DASEN et Ulrich SCHÄDLER Introduction EGYPTE 75 Anne DUNN-VATURI Aux sources du « jeu du chien et du chacal » 89 Alex DE VOOGT Traces of Appropriation: Roman Board Games in Egypt and Sudan 100 Thierry DEPAULIS Dés coptes ? Dés indiens ? MONDE GREC 113 Richard. H.J. ASHTON Astragaloi on Greek Coins of Asia Minor 127 Véronique DASEN Saltimbanques et circulation de jeux 144 Despina IGNATIADOU Luxury Board Games for the Northern Greek Elite 160 Ulrich SCHÄDLER Greeks, Etruscans, and Celts at play MONDE ROMAIN 175 Rudolf HAENSCH Spiele und Spielen im römischen Ägypten: Die Zeugnisse der verschiedenen Quellenarten 186 Yves MANNIEZ Jouer dans l’au-delà ? Le mobilier ludique des sépultures de Gaule méridionale et de Corse (Ve siècle av. -
Chapter 1. a Chronology of Game Programming
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks . [ Team LiB ] Chapter 1. A Chronology of Game Programming "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." —Douglas Adams KEY TOPICS Phase I: Before Spacewar Phase II: Spacewar to Atari Phase III: Game Consoles and Personal Computers Phase IV: Shakedown and Consolidation Phase V: The Advent of the Game Engine Phase VI: The Handheld Revolution Phase VII: The Cellular Phenomenon Phase VIII: Multiplayer Games In Closing The art and science of game development have experienced a huge progression since the early days. Hardware has improved by orders of magnitude, whereas game complexity and richness have simply exploded. To better understand how games are coded today, and why, it is essential to look back and review the history of game programming. I have divided that lengthy narration into what I consider the eight most defining moments that shaped the current industry. Let's time warp ourselves to those moments and take a look at how things were done back then. This way the reasons behind today's practices will become obvious. I will avoid the trivial and focus on programming practices. Because raw data is useless without perspective, it's also important to provide some context in which to interpret the data and to understand how today's programming practices were developed. [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. -
Essential Line /2020 Enriching Gamers' Experience Digital Version
ESSENTIAL LINE /2020 ENRICHING GAMERS' EXPERIENCE DIGITAL VERSION To download this catalogue simply scan the QR code or visit: www.gamegenic.com/resources INGENIOUS SUPPLIES Great games deserve amazing supplies to protect them and enhance your gaming experience. We aim to go above and beyond, turning unique experiences into extraordinary. Being gamers ourselves, we love to share this passion by designing products that help to catch the charm and the spirit of the game. We are excited to share with you the first range of our Essential Line. Have fun! www.gamegenic.com All Euro MSRPs include legal value added tax. All US Dollar MSRPs exclude legal value added tax. © 2020 Gamegenic GmbH. Gamegenic is an Asmodee Group company. PREMIUM DECK BOXES Premium materials (Nexofyber surface + microfiber inner lining) SIDEKICK 100+ The magnetic cover is completely removable CONVERTIBLE The convertible Sidekick provides very easy access to a double-sleeved 100-card deck. The Convertible line is designed to present cards in new and unique ways. Remove the lid, attach it to the bottom or start tilting your box in a wide variety of ways. This elegant deck box is manufactured with Nexofyber material and protects cards inside with a soft microfiber lining. Powerful magnets keep it safely closed. FEATURES SPECIFICATIONS Designed to hold up to Product size 104 x 87 x 78 mm 100 double-sleeved cards* Material Nexofyber surface + Sideloading: cards are microfiber inner lining stored horizontally Packaging Type Window Cardboard Box Completely removable cover. -
HISTORY of GAMES Tuesday - Thursday 4:00 Pm – 5:15 Pm ATC 1.305 Fall 2016
Course Syllabus Course Information: ATEC 4373.002: HISTORY OF GAMES Tuesday - Thursday 4:00 pm – 5:15 pm ATC 1.305 Fall 2016 Professor Contact Information Instructor: Michael Andreen Office: ATC 1.501 Email: [email protected] Office Hours: Appointment only Email MUST have atec4373 in subject line. Course Pre-requisites, Co-requisites, and/or Other Restrictions Instructor permission Course Description ATEC 4373 is an examination of the history of video games, starting briefly with analogue game structures and following the growth of the computer gaming industry into the early 2000s. This course will not only look at the chronological history of games, but will investigate the design origins and decisions in a variety of computer game genres that have led to modern game design philosophy. Student Learning Objectives/Outcomes Learning the history behind the development of the video game industry Understanding the impact of past design decisions on modern game design Developing critical analysis skills when evaluating both modern and past games Suggested Course Materials Replay: The History of Video Games, Tristan Donovan https://archive.org/details/internetarcade http://playdosgamesonline.com/ https://www.gog.com/ Assignments & Academic Calendar Week 1 Aug 23 - 25: Intro, brief history of analogue and tabletop games Week 2 Aug 30 – Sept 1: Early computer strategy programs and the advent of the video games Week 3 Sept 6- 8: Professor Andreen at Conference in England Crash: https://www.youtube.com/watch?v=-45HXXKHQSM Rise of the Video -
Chapter 1: the Semiotic Conditions of Videogame Authorship
UC San Diego UC San Diego Electronic Theses and Dissertations Title The Foundations of Videogame Authorship Permalink https://escholarship.org/uc/item/96x08750 Author Huber, William Humberto Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO The Foundations of Videogame Authorship A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Art History, Theory and Criticism by William Humberto Huber Committee in charge: Professor Lev Manovich, Chair Professor Grant Kester Professor Kuiyi Shen Professor Stefan Tanaka Professor Noah Wardrip-Fruin 2013 © William Humberto Huber, 2013 All rights reserved. SIGNATURE PAGE The Dissertation of William Humberto Huber is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION With gratitude to friends, family and colleagues. To Samantha, with deepest devotion, for her friendship, affection and patience. To Rafael, for whom play is everything. iv EPIGRAPH Art is a game between all people, of all periods. – Marcel Duchamp v TABLE OF CONTENTS Signature Page ............................................................................................................... iii Dedication ..................................................................................................................... iv Epigraph ..........................................................................................................................v -
Title Publisher Boardame Players Assoication 2017 Game Library
Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 1 6 Nimmit Amigo 2 10 Days in Asia Out of the Box 3 10 Days in the USA-(2) Out of the Box 4 24 Suntex 5 1812 - Invasion of Canada Academy Games 6 1989: Dawn of Freedom-(2) GMT Games 7 Abyss Asmodee 8 Ace of Aces Flying Buffalo Inc. 9 Acquire-(2) Avalon Hill/Hasbro 10 Adel Verpflichtet Avalon Hill 11 Adventrure Time Card Wars Cryptozoic 12 Agricola-(2) Z-Man Games 13 Agricola: All Creatures Big & Small Z-Man Games 14 Air Marshall Griggling Games 15 Airlines - Europe Rio Grande Games 16 Alexander the Great Avalon Hill 17 Alhambra- (3) Queen Games 18 Alien Frontiers Clever Mojo 19 Aliens vs. Zombies Victory Point Games 20 Angels One Five Victory Point Games 21 Animal Herders Unknown 22 Aquaretto Rio Grande Games 23 Aquarius Looney Labs 24 Are You the Werewolf? Looney Labs 25 Arena Roma II Queen Games 26 Ark & Noah Elfinwerks 27 Arctic Scavengers (3) Rio Grande Games 28 Arctic Scavengers Recon-(4) Rio Grande Games 29 Article 27 Stronghold Games 30 Attila Blue Orange Games 31 Avalon Indie Cards & Games 32 Aztack Blue Orange Games 33 Bargain Hunter Valley Games 34 Barons Cambridge Game Factory 35 Battle This Clance Morning 36 Battle Sheep Blue Orange Games 37 Battlegroup Lost Battalion 38 Battleline GMT Games 39 Battlestar Galactica: Pegasus Fantasy Flight Games 40 Beep Beep Valley Games 41 Belfort Tasty Minstrel Games 1 of11 Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 42 Bismark Avalon Hill 43 Blackbeard