96 books match the query 'Games & Activities' and 18 start with t

cover of The Art of the Game of Chess

The Art of the Game of Chess

Ruy López

Catholic University of America Press, 2020

The Art of the Game of Chess is the first English translation of Fr. Ruy López’s 1561 book about chess, Libro de la invención liberal y arte del juego del ajedrez. López was a priest who served as King Philip II’s confessor and royal advisor. As a connoisseur of chess, King Philip II promoted the game in his court, and it did not take long for López to become known as Spain’s and one of Europe’s greatest chess players. López is widely acclaimed as one of the most influential chess thinkers of all time whose theories of chess are an integral part of how chess is played today. Academics, including historians, linguists, sociologists, and Hispanists, as well as non-academics, especially chess enthusiasts, will appreciate this translation, which opens with a Foreword by Andrew Soltis, who is a Grandmaster and a United States Chess Hall of Fame Inductee, and includes a critical introduction and more than 275 footnotes.
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cover of The Beginner’s Guide to Tabletop Roleplaying Games for Neurodivergent Players: Tips and Tales

The Beginner’s Guide to Tabletop Roleplaying Games for Neurodivergent Players

Tips and Tales

Maxwell, Lucas

University of Iowa Press, 2027

From Dimension 20 fandom to homebrewed campaigns, the game of Dungeons & Dragons offers neurodivergent players a space to create and celebrate new systems of thinking, connect with others, and have fun. The Beginner’s Guide to Tabletop Role­ playing Games for Neurodivergent Players is for anyone—neurodivergent or neuro­typical—who has ever wanted to give D&D a try but felt overwhelmed by its scope. Combining research, resources, testimonials, and interviews with experts, Lucas Maxwell illuminates the bridge between Dungeons & Dragons and those who seek to play it. Maxwell even provides two one-shot adventures and everything you need to play them, whether in the classroom, a club, or at home.

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cover of The Bingo Queens of Oneida: How Two Moms Started Tribal Gaming in Wisconsin

The Bingo Queens of Oneida

How Two Moms Started Tribal Gaming in Wisconsin

Mike Hoeft

Wisconsin Historical Society Press, 2014

Before Indian casinos sprouted up around the country, a few enterprising tribes got their start in gambling by opening bingo parlors. A group of women on the Oneida Indian Reservation just outside Green Bay, Wisconsin, introduced bingo in 1976 simply to pay a few bills. Bingo not only paid the light bill at the struggling civic center but was soon financing vital health and housing services for tribal elderly and poor.
While militant Indian activists often dominated national headlines in the 1970s, these church-going Oneida women were the unsung catalysts behind bingo’s rising prominence as a sovereignty issue in the Oneida Nation. The bingo moms were just trying to take care of the kids in the community.
The Bingo Queens of Oneida: How Two Moms Started Tribal Gaming tells the story through the eyes of Sandra Ninham and Alma Webster, the Oneida women who had the idea for a bingo operation run by the tribe to benefit the entire tribe. Bingo became the tribe’s first moneymaker on a reservation where about half the population was living in poverty.
Author Mike Hoeft traces the historical struggles of the Oneida—one of six nations of the Iroquois, or Haudenosaunee, confederacy—from their alliance with America during the Revolutionary War to their journey to Wisconsin. He also details the lives of inspirational tribal members who worked alongside Ninham and Webster, and also those who were positively affected by their efforts.
The women-run bingo hall helped revitalize an indigenous culture on the brink of being lost. The Bingo Queens of Oneida is the story of not only how one game helped revive the Oneida economy but also how one game strengthened the Oneida community.
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cover of The Hidden Game of Football: A Revolutionary Approach to the Game and Its Statistics

The Hidden Game of Football

A Revolutionary Approach to the Game and Its Statistics

Bob Carroll, Pete Palmer, and John Thorn

University of Chicago Press, 2023

The 1988 cult classic behind football’s data analytics revolution, now back in print with a new foreword and preface.

Data analytics have revolutionized football. With play sheets informed by advanced statistical analysis, today’s coaches pass more, kick less, and go for more two-point or fourth-down conversions than ever before. In 1988, sportswriters Bob Carroll, Pete Palmer, and John Thorn proposed just this style of play in The Hidden Game of Football, but at the time baffled readers scoffed at such a heartless approach to the game. Football was the ultimate team sport and unlike baseball could not be reduced to pure probabilities. Nevertheless, the book developed a cult following among analysts who, inspired by its unorthodox methods, went on to develop the core metrics of football analytics used today: win probability, expected points, QBR, and more. With a new preface by Thorn and Palmer and a new foreword by Football Outsiders’s Aaron Schatz, The Hidden Game of Football remains an essential resource for armchair coaches, fantasy managers, and fans of all stripes.
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cover of The Last Resort: Success And Failure In Campaigns For Casinos

The Last Resort

Success And Failure In Campaigns For Casinos

John Dombrink

University of Nevada Press, 1990

This thoughtful book examines the ten major campaigns to legalize casino gambling in America that were waged between 1976 and 1986 and proposes an explanation for why legalization of casino gaming lags behind legalization of other forms of gambling.
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cover of The Medium of the Video Game

The Medium of the Video Game

Edited by Mark J. P. Wolf

University of Texas Press, 2002

Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.

In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

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cover of The New Politics of Indian Gaming: The Rise of Reservation Interest Groups

The New Politics of Indian Gaming

The Rise of Reservation Interest Groups

Kenneth N. Hansen

University of Nevada Press, 2015

The advent of gaming on Indian reservations has created a new kind of tribal politics over the past three decades. Now armed with often substantial financial resources, Indigenous peoples have adjusted their political strategies from a focus on the judicial system and the Bureau of Indian Affairs (BIA) to one that directly lobbies state and federal governments and non-Indigenous voters. These tactics allow tribes to play an influential role in shaping state and national policies that affect their particular interests. Using case studies of major Indian gaming states, the contributing authors analyze the interplay of tribal governance, state politics, and federalism, and illustrate the emergence of reservation governments as political power brokers.
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cover of The Players: The Men Who Made Las Vegas

The Players

The Men Who Made Las Vegas

Jack Sheehan

University of Nevada Press, 1997

Las Vegas was largely shaped by a handful of colorful and astute casino operators who turned a dusty desert town into the gaudy, booming holiday mecca that it is today. The essays in this book introduce us to these players. We discover how early leaders like Cliff Jones, Moe Dalitz, and Benny Binion first grasped Las Vegas’s potential as a center for high-stakes gambling, and we read of mobster Bugsy Siegel’s efforts to bring to reality another man’s dream of a glamorous resort-casino on a then-remote site at the edge of town. Other visionaries like Jay Sarno, Sam Boyd, and Jackie Gaughan helped turn casinos into the islands of fantasy, replete with lavish entertainment spectacles. The arrival of eccentric billionaire Howard Hughes introduced a new style of corporate management --one carried on by Kirk Kerkorian and Steve Wynn to an industry previously led by independent entrepreneurs and their families. In preparing their essays, the authors consulted a wide range of sources and conducted interviews with many of the surviving players and their families and associates. The result is an engaging, highly informative account of a city’s growth through the visions, energies, and decisions of some remarkable gambler-businessmen.
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cover of The Powwow Coloring and Activity Book: Ojibwe Traditions Coloring Book Series

The Powwow Coloring and Activity Book

Ojibwe Traditions Coloring Book Series

Cassie Brown

Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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cover of The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games

The Queer Games Avant-Garde

How LGBTQ Game Makers Are Reimagining the Medium of Video Games

Bonnie Ruberg

Duke University Press, 2020

In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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cover of The Rise Of The Biggest Little City: An Encyclopedic History Of Reno Gaming, 1931-1981

The Rise Of The Biggest Little City

An Encyclopedic History Of Reno Gaming, 1931-1981

Dwayne Kling

University of Nevada Press, 2010

The history of Reno during the first half century is to a great degree the history of Reno’s gaming industry. Between 1931 and 1981, the economy, skyline, and lifestyle of “the Biggest Little City in the World” were strongly influenced by the city’s casinos and the people who created and operated them. In The Rise of the Biggest Little City, longtime Reno gaming executive Dwayne Kling records the fruits of his fourteen years of research into the history of Reno’s casinos, from the backroom (and often illegal) dives of the industry’s beginnings to the elegant casino-hotels of today. Arranged in encyclopedic form with historic photographs (many never before published), the book offers the stories of such famous establishments as Harolds Club, the Cal-Neva, the Sands, and Harrah’s, as well as defunct clubs like the Cedars, the Silver Spur, and the Bank Club. We also find the stories of the men and women who created Reno’s gaming industry—such as James McKay and Bill Graham, who came from the rough-and-tumble saloons of boom-town Tonopah and developed a chain of illegal gambling clubs and brothels into Reno’s first major casino, the Bank Club; the Smith family—Raymond I. “Pappy,” Harold Sr., Raymond A., and Harold Jr.—whose Harolds Club was a prime downtown attraction for over fifty years and brought Reno national fame as a destination for fun and gambling; Bill Bailey, an African-American whose Harlem Club—one of the first integrated casinos in Reno—attracted such show-business luminaries as Louis Armstrong and Pearl Bailey (his cousin) for late-night jam sessions; William Harrah, who parleyed a string of small bingo parlors into a major gaming empire; and Jack Douglass, a slot-route operator in the early days of legal gaming who became a major figure in Reno’s modern casino industry. There are more. Kling records the stories of hundreds of gaming establishments, most of them long forgotten, stretching geographically from the Mount Rose Highway to the north end of town, from Verdi to Sparks; and of dozens of men and women who shaped the industry, for better and for worse. We learn from that Reno was the true pioneer of the gambling industry. It was here that big-name entertainment was first offered in a casino setting; that elegant hotel rooms and fine dining were first offered as amenities of the casino experience; that a casino corporation first traded its stock on the New York Stock Exchange; that ethnic minorities first owned and operated casinos, and first integrated them. The Rise of the Biggest Little City will engage readers with its authoritative account of the rise of modern Reno and of the colorful history that lies beneath today’s neon and glitz.

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cover of The Storytelling Coloring Book: Ojibwe Traditions Coloring Book Series

The Storytelling Coloring Book

Ojibwe Traditions Coloring Book Series

Cassie Brown

Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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cover of The Sugarbush Coloring Book: Ojibwe Traditions Coloring Book Series

The Sugarbush Coloring Book

Ojibwe Traditions Coloring Book Series

Cassie Brown

Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
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cover of The Unexpected Hanging and Other Mathematical Diversions

The Unexpected Hanging and Other Mathematical Diversions

Martin Gardner

University of Chicago Press, 1991

Seasoned with Gardner's interest in the history and philosophy of science, this delightful book is a treasure-trove of puzzles, anecdotes, games, and logical theory. These intriguing problems, collected from Gardner's Scientific American columns, involve knots, interlocking rings, rotations and reflections, logical paradox, two-dimensional universes, chess strategies, and gambling odds.

"Gardner conjures problems that are both profound and silly; exquisite truths and outrageous absurdities; paradoxes, anagrams, palindromes and party tricks. . . . He knows, better than most, how many amazing true things there are in the world."—Newsweek
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cover of The Viking Coloring Book

The Viking Coloring Book

Dayanna Knight

Arizona Center for Medieval and Renaissance Studies, 2017

What do you think of when you think of the Vikings? Fierce warriors? Sailors of magnificent dragon-prowed ships who terrorized North-Western Europe? Do you think of darkened halls thick with smoke and song?

Like all people those researchers now consider to be Viking were much more complex than the modern world sees them as. This coloring book is meant to show that. It is designed to provide scenes of the beauty of the early medieval world the Vikings inhabited. It is in this context that Viking cultures developed. You will find artifacts and animals, plants and landscapes within these pages to explore. Species that held some use to the Vikings, such as those that provided fur in particular have been focused on. Reconstructed scenes are inspired by the diverse world experienced in the north. There are no horned helmets here. The real Vikings were much more practical than that.

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cover of The Wild Ricing Coloring and Activity Book: Ojibwe Traditions Coloring Book Series

The Wild Ricing Coloring and Activity Book

Ojibwe Traditions Coloring Book Series

Cassie Brown

Wisconsin Historical Society Press, 2018

This series offers children and their families the opportunity to learn about Ojibwe lifeways and teachings in an engaging and accessible manner. Included in each coloring book are word scrambles, mazes, and other activities to help children and their families engage more deeply with the information and have fun at the same time. While younger children (3+) can enjoy simply coloring the images, older children (6+) can also use the stories and glossaries to start learning more about the language and traditions of the Ojibwe people. The four books in this series focus on different aspects of Ojibwe life and traditions, from the powwow to wild ricing.
[more]
cover of Their System, Our Game: Homebrew and the Worlds of Pathfinder

Their System, Our Game

Homebrew and the Worlds of Pathfinder

Scott DeJong and Marc Lajeunesse

University of Michigan Press, 2026

Our favorite tabletop role-playing games (TTRPGs) provide a chance to act out a fantasy. It might be the desire to wipe out foes with a single strike, the ability to charm even the most curmudgeonly townsfolk, or maybe even just the aspiration to adventure as a potted plant. Since game systems don’t always let players craft the kinds of games they want to experience, this is when they turn to the “homebrew” process to create personal rules and worlds. While Pathfinder has a history of being an underdog to the longtime industry leader Dungeons & Dragons, it has an ethos of open game design that inspires players, indie makers, and third-party content creators to brew up new rules, characters, classes, and game settings. 

Their System, Our Game looks at the history of Pathfinder and how it encourages aspiring makers to break into the game design space. Through interviews with player-creators and third party makers, the authors use a range of perspectives to define homebrew for TTRPGs. Taking a closer look at homebrew design, they create two homebrew campaigns (available as free downloads) collaboratively with two different groups of players. Player accounts of gameplay and designer reflections of how their homebrew actually played out at the game table outline some of the challenges and perks of designing on the fly, creating customized settings, and bending or breaking rules. The book concludes by going through the research, interviews, design, and play analysis to show what homebrew and Pathfinder mean together. Ultimately Their System, Our Game is a celebration of how players use homebrew to explore creation and expression in their own TTRPGs.

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cover of This Gaming Life: Travels in Three Cities

This Gaming Life

Travels in Three Cities

Jim Rossignol

University of Michigan Press, 2009

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”
—Chris Baker, Wired

“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”
—Raph Koster, game designer and author of A Theory of Fun for Game Design

“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”
—Joshua Davis, author of The Underdog

“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”
—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention

digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

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