Game Studies Books
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Great for kid Lincoln Logs enthusiasts.Review Date: 2008-03-07
Lincoln LogsReview Date: 2008-02-20
Great for my sonReview Date: 2008-02-08

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LinguafunReview Date: 2007-01-11
Great & fun grammar tool!Review Date: 2006-04-26
Fun and EasyReview Date: 2005-04-25


Entertaining, Everlasting Magic!Review Date: 2001-04-04
Wilson has tried to lay out his encyclopedic work in logical fashion, with one chapter on livestock, another on conception and pregnancy, another on illness, and so on. Within each chapter, though, is a grab-bag of folk belief, with every page having its share of surprising beliefs. Take sex, for instance. Sex had plenty of its own associated magic, as can be imagined when people understood nothing about genetics and about the menstrual cycle. Impotence was often addressed by magic means because it was so frequently imposed on men by witches. The witches' main time of instilling such a curse was at the wedding itself, perhaps by secretly tying knots which symbolized sexual frustration. The prevention of such curses was commonsensical: the couples would deliberately avoid them by having sex before the wedding. In parts of France, if the impotence took hold, the couple would be put into a barn, striped naked, tied to a post and whipped. Having enjoyed this frolic, the "therapists" would untie them, given them food, and leave them to enjoy the night. Standing stones from prehistoric societies were found all over Europe, and were, by the descendants of those who had erected them, thought to be fertility aids. Women touched, bestrode, and rubbed on them, sometimes in groups as a pilgrimage. When such stones were incorporated into the architecture of churches, their function as fertility talismans continued, to the distress of some clergy. The cult of St. Leonard flourished in Limoges, and focused on a large bolt ("the bolt of St. Leonard") in the church door there. A woman would move the bolt in and out to banish sterility.
These descriptions show a theme that rises throughout this book. Wilson did not set out to write a comparative study of superstition and religion, but the two are interconnected in every chapter. While the organized church often tried to keep separate from magical practices, or to suppress them, the two spheres eased the same doubts and engendered the same feeling of control. Many priests frankly practiced magic and spells, and did ritual healings. The host was treated with utmost care, but it could be cheeked and furtively removed from the church for magic purposes, such as helping in battles or detecting an unfaithful spouse. It is no wonder that magic and religion were inextricably linked.
This impressive book is crammed with facts, many of them amusing. The author, however, has the view that such magical thinking is no longer part of our modern world, and this is simply not true. One can turn on Pray TV to see preachers casting out devils and doing healings. The head of the PTL club thinks he can divert hurricanes. We have Viagra now to help with erectile dysfunction, but the Web and newspapers are full of ads for herbal remedies for the problem. Thousands of people believe they are regularly abducted by flying saucers. We may no longer think that a baby's intelligence can be improved by application of blood or spittle, but we just know that Einstein had more brain cells in his mathematical area, and every now and then the newspapers have a story about the gene that carries genius. This book wonderfully illustrates the magical universe of the past, but we have not taken ourselves from it yet.
A Catalogue of Folk MagicReview Date: 2006-06-19
The book catalogues the magical practices and beliefs of the unpriveleged classes. Ritual magic of the more scholarly kind, a la Nostradamus, is mostly untouched. We are instead treated to an exhaustive treatment of the folk magic and religious beliefs which governed every aspect of lower class lives. The five sections of the book deal with agriculture, the human life cycle from conception to death, disease and healing, divination and signs and finally magical elements. The latter two sections are fairly brief while the bulk of the book treats the human life cycle.
My primary complaint about the book is that the author injects very little in the way of analysis. Instead a long list of detailed practices related to a given topic - for example christening - is presented. While the lack of analysis prevents the book from becoming a controversial diatribe, it also makes it read like one long review paper and leaves more questions than answers. Why, for example, did certain places seem plagued by werewolves, while others had witches or vampires as boogie men? What are the origins of the lucky numbers 3 and 7? How are ancient religious ideas (Roman, Celtic, Norse) involved in folk magic? This concentration on factual detail - the myriad ways of avoiding the evil eye, for example - leaves a very erudite book feeling just a little shallow. It's as if the author spent his whole life collecting anecdotes but never looked for overarching themes.
That said, I would strongly recommend this book as a scholarly resource for sociologic studies of medieval thought. It contains extensive reference notes and a very deep bibliography as well as a fine index. The enormous depth of detail might also be useful to those interested in the history of medicine or the medieval church. Finally, the book's wealth of anecdotes is a treasure trove for those who like to go to dinner parties and drop lines like "Did you know that the fifth consecutive child of the same sex was considered a werewolf in medieval Portugal."
great readReview Date: 2003-02-26

mainly thought provokingReview Date: 2007-12-26
5%: talking about status of videogame as art, and trying to legitimize videogame theory as academic pursuit. also worthless
10%: basic technical talk about how games work. useful information, for the uninitiated
60%: good solid talk about games. including a crazy taxonomization of games based on space/time/narrative/genre, 4 separate analyses each of which errs on presenting *too* many categories, which i found to really stretch the mind even if some of them are a little implausable. it is original and interesting. tho this was written a few years ago, it still contains gems that haven't entered the mainstream dialogue, so well worth reading. also a nice essay on the psychology of archetypes in games.
it is interesting too because it is somewhat out of date. you can feel how different the world of gamethought is today than it was in 2001. they use a lot of examples of old games, which is good grounding for younger gamers. curious that the author uses the same examples over and over again (such as the Spy vs Spy game, which is repeatedly mentioned -- why this game?)
a problematic book worth browsing throughReview Date: 2002-03-30
Wolf is coming from a film theory perspective. Hence he is emphasizing the video part of the term videogame (a notion I disagree with. I feel the fact that they are games is more important than the fact that they are video).
More than this, however, Wolf is concerned with categorization. He lists eleven different types of spacial structures and forty-two different videogame genres. One of the problems with this is that some of his categories are questionable. Amongst his genres he lists diagnostics, demos and utilities. While it may be argued that demos are a distinct genre as they are trying to make you buy the full game (an argument I do not buy), I fail to see how diagnostics or utilities can be classified as genres of games of any sort. His rational seems to be that they come in cartridges or CD-ROM's like games and some game collectors collect them too, so they are the same as games. If you do a web search for his name and the book title you will find this chapter online, so you can make up your own mind about this issue.
There is one section that I do think deserves praise, the appendix. In the appendix, Wolf has has collected a fairly large listing of resources for video game research. He lists websites, books, and periodical articles as well as emulators. It is a valuable resource. However, I did not find the rest of the book as usefull and cannot really recommend buying it.
... upclose and thorough view of personal cyberspaceReview Date: 2003-02-17
A "Popular Electronics" January 1975 cover picture of the Altair computer kit prompted the founding of the Homebrew Computer Club, another milestone in history as we know it, which preceded the surge of features and utilities that characterized personal computers with recordable cassette tape drives in the late '70s and early '80s such as Atari, Apple and Commodore. Thus making it relatively easier for individuals to expand creative boundaries, soon to be seen as an inescapable irony allowing some early dark shadows such as "Custer's Revenge" and "FireBug", beginning a long list of collateral, ghastly underworld currents there are now. While we can trust our emerging philosophical inquiries will, in good conscience, examine the pressure to balance those freedoms with responsibility, our generation may so far have not completely charted moral consequences for a healthy society. Obviously video games are not just a fantasy theater, as some might fear, for the furious expression of male adolescent rage fueling new ideologies of terror, misogyny and brutalization throughout the modern world. "First person shooters" can visually and mentally exercise ethnic biases and assorted prejudices that assault human sensibilities and continually challenge the boundaries of those creative freedoms. And we cannot ignore some underground travesties that mimic other "unthinkables" like Columbine, Oklahoma City and Ground Zero.
Now, some groundbreaking museum venues are beginning to provide a quiet, safe harbor for contemplating and celebrating the best of this new American media, even while acknowledging the fears emanating from among its dark shadows that can be millions of times more [exponentially] powerful than the limitations we've known of the Gutenberg effect. For example, the chapter "Hot Circuits: A Video Arcade" by Rochelle Slovin, longtime creative spirit and Director of the American Museum of the Moving Image, presents insightful path markers while continuing in celebrating the best in American media history. AMMI's brilliant series begins with "Hot Circuits: A Video Arcade" 1989, distinguished by its marvelous gallery (and online, ammi.org) presentations continuing through "Expanded Entertainment" 1996, "Computer Space" 1998, and " The reader may find additional perspectives by looking at "Video Games: A popular Culture Phenomenon" by Berger, 2002 for a social context of sexuality, and at the "Ultimate History of Video Games" by Kent, 2001 for putting David Grossman's fiery challenge to video game violence (Stop Teaching Our Kids to Kill) into an expanded context. So, "what-if" my new digital appliance today is one thousand times more powerful, at the same price, than my PC ten years ago -- and then my next digital tool ten years from now is again one thousand times more powerful than today, at the same price ...will that million times more powerful tool routinely do things not previously thought of? What-if kids were to spend more time on their computers than watching TV? What-if "...the first primitive versions of the next PC interface have already been delivered ...and they're called video games." What-if we "put more computing power in a video game at the finger tips of a 9-year-old kid than NASA used to put a man on the moon"? What-if that 9-year-old kid in 20 years, comfortably uses a personal digital tool that is yet again a million times more...? Our new digital lifestyle is no more unnatural or less humanistic than book reading of the "Gutenberg Effect" has been. As presented here in "The Medium of the Video Game", AMMI's "Hot Circuits" and sequels elegantly mark a new path for those of us whose lifetime understanding of present reality would have more nearly fitted a society of thirty, forty or fifty years ago. Our historic environmedia landscape and our culture have shifted beneath our feet.

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Nasty MensaReview Date: 2008-04-23
I like to think of myself as a sudoku whiz and this book has me humbled. It's difficult but not impossible. It's a matter of patience and logic that will win the day against these absolutely nasty puzzles.
Difficult but...Review Date: 2007-10-18
A stumper!!!!Review Date: 2007-08-09

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Great Reference Book!Review Date: 2007-05-13
Lastly, the very best part of the book are the short photo galleries at the end of every chapter showing other projects that have been done using the techniques from the book. This is a fabulous resource for creative ideas!
While the book as a whole may be a a bit rudimentary for a regular crafter, if you are just getting started and want a great reference tool along with some well photographed inspiration... THIS is the book for you!
Good overview, but needs more illustrations.Review Date: 2006-11-02
Yeaaaaahh, I'm the first one to write a review for this book !!!!!!!!Review Date: 2006-01-22

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A Wonderful Deck for Beginners or Advanced Readers!Review Date: 2002-04-05
wonderful!Review Date: 2000-06-02
Great deckReview Date: 2006-07-05

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A look at digital art as compared to traditional artReview Date: 2006-02-06
Walker discusses the classical way of learning to draw and paint, and then looks at the tools available for artists today. Just as canvas, brush and pigment all come in many qualities; the digital world offers a variety of hardware and software to enhance the finished product of the artist's vision.
He describes a variety of activities illustrating different forms of digital art and tries to answer many of the questions faced by artists of today, lovers of art, and the museums and galleries that display the new art forms. The author covers some of the work - both classical and modern that he has viewed - finding some of it a waste of time and others breathtaking.
Where the author finally reconciles the different forms of art is in the mind of the painter, the inspiration, the idea from which his work flows. Whether with brush on canvas or printmaking using computer graphics, the painter's talent most affects the quality of the art. Still, he adds, "that for all its faults, digital art has a life of its own."
This book starts and ends with the metaphor of the river (Walker works overlooking the Thames); the river changes, it flows this way and that. Painting, like the river, follows a winding course and has quirky ways.
This book is timely as many people are confused by all of the digital art and are trying to put it in perspective - is it art? Is it the only art (from now on)? The author tries to sort out and help understand what painting is and that there is good and bad art in the new digital world just as there always has been with ink and paint. He does a good job reviewing art history and providing technical insight. Painters, art historians, those who appreciate what they see, as well as those interested in the technology that produces digital paintings should find the book worth exploring.
Why artists should care about computersReview Date: 2007-03-12
I will not repeat what other reviewers have said (Meryl Evans' review on this page is a particularly good summary), but I will try to add a personal opinion. This is not about a journey "From Traditional to Digital Painting". This book is about finding a place between the two where the artist can be happy, and hopefully this book will also help carve them out a niche in which they can be accepted for doing what they love. It is also a call to artists everywhere to push the boundaries, to stop creating second-rate digital art and finally do something extraordinary with it.
As a student of animation I've read a great deal about computer graphics and their relation to art, but this book is the best I've found. Faure Walker comprehensively grapples with the question of why digital or analogue matters artistically, and his conclusions are important to both artists and digital developers. If you have ever tried to wrap your head around any kind of digital art, if you care about where painting is going, you owe it to yourself to read this book.
An artists' journey from traditional to digital paintingReview Date: 2006-04-14


Nice ideas for party gamesReview Date: 2007-05-07
Hundreds of ideas, tips and suggestions to ease party givingReview Date: 2001-07-11
Perfect Party GamesReview Date: 2001-07-03
A successful party appears to come off effortlessly. Campbell shows you how to plan everything from invitations to a graceful way to bid lingering guests "Goodnight". Games create a relaxed atmosphere. Campbell offers a variety of choices from "Icebreakers" like "Who Am I Tonight" to help people relax and get to know each other to more challenging games like "There's a Sucker Born Every Minute" to bring out the competitive spirit amongst teams.
This well organized party tool includes a party planner by age and a guide for choosing games by type, number of players, time requirements and age as well as a preparation and budget list. Campbell literally tutors her readers on the art of party entertaining.
Campbell's earlier book, "Great Games For Great Parties" has helped people worldwide plan their parties for years. "Perfect Party Games" continues with this tradition, offering new tips and plenty of new games.

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Simple, easy to readReview Date: 2002-03-10
Great for beginners!Review Date: 2002-03-11
Great book for fledgling meteorologistsReview Date: 2000-04-13
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