Gaming the Stage

Gaming the Stage
Author: Gina Bloom
Publsiher: University of Michigan Press
Total Pages: 305
Release: 2018-07-10
Genre: Literary Criticism
ISBN: 9780472053810

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Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology. Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

First Nations Gaming in Canada

First Nations Gaming in Canada
Author: Yale D. Belanger
Publsiher: Univ. of Manitoba Press
Total Pages: 428
Release: 2011-02-15
Genre: Social Science
ISBN: 9780887550164

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While games of chance have been part of the Aboriginal cultural landscape since before European contact, large-scale commercial gaming facilities within First Nations communities are a relatively new phenomenon in Canada. First Nations Gaming in Canada is the first multidisciplinary study of the role of gaming in indigenous communities north of the 49th parallel. Bringing together some of Canada’s leading gambling researchers, the book examines the history of Aboriginal gaming and its role in indigenous political economy, the rise of large-scale casinos and cybergaming, the socio-ecological impact of problem gambling, and the challenges of labour unions and financial management. The authors also call attention to the dearth of socio-economic impact studies of gambling in First Nations communities while providing models to address this growing issue of concern.

Gaming Globally

Gaming Globally
Author: N. Huntemann,B. Aslinger
Publsiher: Springer
Total Pages: 388
Release: 2016-01-26
Genre: Sports & Recreation
ISBN: 9781137006332

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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Cyber Sober

Cyber Sober
Author: Elaine Uskoski
Publsiher: Unknown
Total Pages: 322
Release: 2021-02-06
Genre: Electronic Book
ISBN: 9798705323470

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Exploring the mind of a video gaming addict, Elaine's second book guides the reader through the journey of her son's addictive disorder and recovery. The story unfolds along the nine signs of gaming disorder and the five stages of addiction, weaving toward the recovery stage, including candid and insightful interviews with her son, Jake.Elaine calls upon the advice of experts to support her message that there is no easy way to survive video gaming addiction or any other addiction's withdrawal and recovery. It takes a lot of time, patience, Herculean strength, and enormous support from others, including family, friends, and professional therapy. But it is possible to detox from this compulsion. It is possible to reach the stage of recovery. And it is worth moving through the pain to arrive at the other side, more fully alive."Thought-provoking, emotionally moving, informative and triumphant, Uskoski's guide explains the shocking world of Video Gaming Addiction through the lens of a mother and her heroic efforts to save her son from his harmful addiction."Cindy Rescorl, Parent"Raw, heartbreaking, and heart-warming. this story takes you on a roller coaster of emotions into and out of the depths of gaming."Michelle NogueiraAddiction Problem Gambling and Technology Overuse Counselor, Homewood Health Centre

Games and Gaming in Early Modern Drama

Games and Gaming in Early Modern Drama
Author: Caroline Baird
Publsiher: Springer Nature
Total Pages: 296
Release: 2020-10-24
Genre: Literary Criticism
ISBN: 9783030508579

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This book is a close taxonomic study of the pivotal role of games in early modern drama. The presence of the game motif has often been noticed, but this study, the most comprehensive of its kind, shows how games operate in more complex ways than simple metaphor and can be syntheses of emblem and dramatic device. Drawing on seventeenth-century treatises, including Francis Willughby’s Book of Games, which only became available in print in 2003, and divided into chapters on Dice, Cards, Tables (Backgammon), and Chess, the book brings back into focus the symbolism and divinatory origins of games. The work of more than ten dramatists is analysed, from the Shakespeare and Middleton canon to rarer plays such as The Spanish Curate, The Two Angry Women of Abington and The Cittie Gallant. Games and theatre share common ground in terms of performance, deceit, plotting, risk and chance, and the early modern playhouse provided apt conditions for vicarious play. From the romantic chase to the financial gamble, and in legal contest and war, the twenty-first century is still engaging the game. With its extensive appendices, the book will appeal to readers interested in period games and those teaching or studying early modern drama, including theatre producers, and awareness of the vocabulary of period games will allow further references to be understood in non-dramatic texts.

The Mind Illuminated

The Mind Illuminated
Author: Culadasa,Matthew Immergut, PhD
Publsiher: Hay House, Inc
Total Pages: 675
Release: 2017-01-03
Genre: Body, Mind & Spirit
ISBN: 9781781808795

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The Mind Illuminated is a comprehensive, accessible and - above all - effective book on meditation, providing a nuts-and-bolts stage-based system that helps all levels of meditators establish and deepen their practice. Providing step-by-step guidance for every stage of the meditation path, this uniquely comprehensive guide for a Western audience combines the wisdom from the teachings of the Buddha with the latest research in cognitive psychology and neuroscience. Clear and friendly, this in-depth practice manual builds on the nine-stage model of meditation originally articulated by the ancient Indian sage Asanga, crystallizing the entire meditative journey into 10 clearly-defined stages. The book also introduces a new and fascinating model of how the mind works, and uses illustrations and charts to help the reader work through each stage. This manual is an essential read for the beginner to the seasoned veteran of meditation.

The Simulation Hypothesis

The Simulation Hypothesis
Author: Rizwan Virk
Publsiher: Bayview Books, LLC
Total Pages: 324
Release: 2019-03-31
Genre: Computers
ISBN: 9182736450XXX

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The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!

Games for Actors and Non Actors

Games for Actors and Non Actors
Author: Augusto Boal
Publsiher: Routledge
Total Pages: 332
Release: 2005-06-29
Genre: Games & Activities
ISBN: 9781134498512

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Games for Actors and Non-Actors is the classic and best selling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal's revolutionary Method, showing how theatre can be used to transform and liberate everyone – actors and non-actors alike! This thoroughly updated and substantially revised second edition includes: two new essays by Boal on major recent projects in Brazil Boal's description of his work with the Royal Shakespeare Company a revised introduction and translator's preface a collection of photographs taken during Boal's workshops, commissioned for this edition new reflections on Forum Theatre.