Playing Different Games

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Focusing on ethnicity and its relation to conflict, this book goes beyond sterile debates about whether ethnic identities are ‘natural’ or ‘socially constructed’. Rather, ethnic identity takes different forms. Some ethnic boundaries are perceived by the actors themselves as natural, while others are perceived to be permeable. The argument is substantiated through a comparative analysis of ethnic identity formation and ethnic conflict among the Anywaa and the Nuer in the Gambella region of western Ethiopia. The Anywaa and the Nuer are not just two ethnic groups but two kinds of ethnic groups. Conflicts between the Anywaa and Nuer are explained with reference to three variables: varying modes of identity formation, competition over resources and differential incorporation into the state system.

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Genre : Social Science
Author : Dereje Feyissa
Publisher : Berghahn Books
Release : 2011-07-01
File : 255 Pages
ISBN-13 : 9780857450890


Same Players Different Game

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2020 Foreword INDIES Book of the Year Awards Finalist for Adventure, Sports & Recreation In this thought-provoking new book, John C. Barnes examines the contemporary state of commercial college athletics as a guide for current and potential administrators, coaches, regents, and others involved in collegiate athletic operations and decision-making. Each chapter provides an overview of an industry shaped by such current realities as Title IX requirements, commercial investments, student testing, and television contracts. Barnes provides an accessible outline of the historical background and potential future of the commercial college athletics industry from a nonjudgmental perspective. Same Players, Different Game not only serves as a text and guide for governance and leadership but also as a primer for the economic and political realities of modern college athletics that students and sports fans will find fascinating.

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Genre : College athletes
Author : John C. Barnes
Publisher : University of New Mexico Press
Release : 2020
File : 250 Pages
ISBN-13 : 9780826361295


Different Games Different Rules

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Japan and the United States are in closer contact politically and economically than ever before, yet in many ways our nations are as far from mutual understanding as ever. Misconceptions and miscommunications between East and West continue to plague this important relationship, frustrating the best efforts of both cultures to work together. Stereotypes abound: Americans see Japanese as evasive and inscrutable, while Japanese see Americans as pushy and selfish. What causes these persistent misunderstandings, and what can be done to avoid them? Fluent in both languages and at home in both cultures, Haru Yamada brings an insiders perspective and a linguists training to this difficult question, illuminating the many reasons why Americans and Japanese misunderstand one another. Social organization, she explains, shapes the way we talk. Because American and Japanese cultures value different kinds of social relationships, they play different language games with different sets of rules. In America, for instance, Aesop's fable about the grasshopper and the ants ends with the ants scorning the foolhardy grasshopper. In Japan, however, the story has a very different ending: the ants invite the grasshopper in to share their winter meal, as they appreciate how his singing spurred them on during their summer labors. In the difference between these two endings, argues Yamada, lies an important lesson: Americans, because of their unique political history, value independence and individuality, while Japanese value mutual dependency and interconnectedness. The language of both cultures is designed to display and reinforce these values so that words, phrases and expressions in one language can have completely different connotations in another, leading to all manner of misunderstanding. Yamada provides numerous examples. In Japan, for instance, silence is valued and halting speech is considered more honest and thoughtful than fluid speech, while in America forthright, polished speech is valued. Likewise, the Japanese use word order to express emphasis, while Americans use vocal stress: a listener unaware of this difference may easily misunderstand the import of a sentence. In a lucid and insightful discussion, Yamada outlines the basic differences between Japanese and American English and analyzes a number of real-life business and social interactions in which these differences led to miscommunication. By understanding how and why each culture speaks in the way that it does, Yamada shows, we can learn to avoid frustrating and damaging failures of communication. Different Games, Different Rules is essential reading for anyone who travels to or communicates regularly with Japan, whether they are scientists, scholars, tourists, or business executives. But as Deborah Tannen notes in her Foreword to the book, even those who will never travel to Japan, do business with a Japanese company, or talk to a person from that part of the world, will find the insights of this book illuminating and helpful, because the greatest benefit that comes of understanding another culture is a better and deeper understanding of one's own.

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Genre : Language Arts & Disciplines
Author : Haru Yamada
Publisher : Oxford University Press
Release : 1997-04-24
File : 192 Pages
ISBN-13 : 9780190282554


Sports And Personality

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The book, containing investigations on Interaction Paradigm in Sports Psychology. The present work, opens new vistas in this field hitherto unrecognised in the interfacing of sports with personality, marks radical departure from the conventional bi-polar premises prevalent in the discipline. Explains the emergence and impact of interaction between personality factors and environmental factors, in a substantial manner, which decisively contribute to the shaping up of attitudes and behaviorist responses.

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Genre :
Author : Urvashi Roul
Publisher : Northern Book Centre
Release : 1998
File : 168 Pages
ISBN-13 : 8172110871


Game Theory

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Covering both noncooperative and cooperative games, this comprehensive introduction to game theory also includes some advanced chapters on auctions, games with incomplete information, games with vector payoffs, stable matchings and the bargaining set. Mathematically oriented, the book presents every theorem alongside a proof. The material is presented clearly and every concept is illustrated with concrete examples from a broad range of disciplines. With numerous exercises the book is a thorough and extensive guide to game theory from undergraduate through graduate courses in economics, mathematics, computer science, engineering and life sciences to being an authoritative reference for researchers.

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Genre : Business & Economics
Author : Michael Maschler
Publisher : Cambridge University Press
Release : 2013-03-21
File : 1007 Pages
ISBN-13 : 9781107310742


A Casual Revolution

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

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Genre : Games & Activities
Author : Jesper Juul
Publisher : MIT Press
Release : 2012-02-10
File : 261 Pages
ISBN-13 : 9780262285803


Meaningful Games

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An engaging introduction to the use of game theory to study lingistic meaning. In Meaningful Games, Robin Clark explains in an accessible manner the usefulness of game theory in thinking about a wide range of issues in linguistics. Clark argues that we use grammar strategically to signal our intended meanings: our choices as speaker are conditioned by what choices the hearer will make interpreting what we say. Game theory—according to which the outcome of a decision depends on the choices of others—provides a formal system that allows us to develop theories about the kind of decision making that is crucial to understanding linguistic behavior. Clark argues the only way to understand meaning is to grapple with its social nature—that it is the social that gives content to our mental lives. Game theory gives us a framework for working out these ideas. The resulting theory of use will allow us to account for many aspects of linguistic meaning, and the grammar itself can be simplified. The results are nevertheless precise and subject to empirical testing. Meaningful Games offers an engaging and accessible introduction to game theory and the study of linguistic meaning. No knowledge of mathematics beyond simple algebra is required; formal definitions appear in special boxes outside the main text. The book includes an extended argument in favor of the social basis of meaning; a brief introduction to game theory, with a focus on coordination games and cooperation; discussions of common knowledge and games of partial information; models of games for pronouns and politeness; and the development of a system of social coordination of reference.

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Genre : Language Arts & Disciplines
Author : Robin Clark
Publisher : MIT Press
Release : 2011-11-18
File : 373 Pages
ISBN-13 : 9780262297868


Computational Models Of Motivation For Game Playing Agents

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The focus of this book is on three influential cognitive motives: achievement, affiliation, and power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis for competence-seeking behaviour, relationship-building, leadership, and resource-controlling behaviour in humans. In this book we show how these motives can be modelled and embedded in artificial agents to achieve behavioural diversity. Theoretical issues are addressed for representing and embedding computational models of motivation in rule-based agents, learning agents, crowds and evolution of motivated agents. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players. The book is structured into four parts: game playing in virtual worlds by humans and agents; comparing human and artificial motives; game scenarios for motivated agents; and evolution and the future of motivated game-playing agents. It will provide game programmers, and those with an interest in artificial intelligence, with the knowledge required to develop diverse, believable game-playing agents for virtual worlds.

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Genre : Computers
Author : Kathryn E. Merrick
Publisher : Springer
Release : 2016-09-22
File : 217 Pages
ISBN-13 : 9783319334592


Traditional Sporting Games And Play In Physical Education Enhancing Cultural Diversity Emotional Well Being Interpersonal Relationships And Intelligent Decisions Volume Ii

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Genre : Science
Author : Pere Lavega-Burgués
Publisher : Frontiers Media SA
Release : 2023-11-07
File : 136 Pages
ISBN-13 : 9782832538524


Families At Play

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How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

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Genre : Education
Author : Sinem Siyahhan
Publisher : MIT Press
Release : 2018-02-02
File : 213 Pages
ISBN-13 : 9780262344586