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Books > Sport & Leisure > Hobbies, quizzes & games > General
From the Amish country in Pennsylvania, Ron Ransom has been
inspired to create patterns and carvings of an Amish family. Six
patterns, clear instructions, and color photos guide you in carving
a family in traditional Amish dress. Out of respect for their
preferences, Ron has left the faces blank. Reflecting the Amish
lifestyle, Ron's tools, techniques and instructions are plain and
simple. When the carvings are complete, painting and antiquing
methods are demonstrated as well. A color photo gallery provides a
last, close look at these charming basswood carvings. As with all
of Ron Ransom's books, the projects presented here will engage the
beginner and provide solid bases upon which advanced carvers may
add their own creative touches.
Final Fantasy VII altered the course of video game history when it
was released in 1997 on Sony's PlayStation system. It converted the
Japanese role-playing game into an international gaming standard
with enhanced gameplay, spectacular cutscenes and a vast narrative
involving an iconic cast. In the decades after its release, the
Final Fantasy VII franchise has grown to encompass a
number of video game sequels, prequels, a feature-length film, a
novel and a multi-volume remake series. This volume, the first
edited collection of essays devoted only to the world
of Final Fantasy VII, blends scholarly rigor with fan passion in
order to identify the elements that keep Final Fantasy VII
current and exciting for players. Some essays specifically address
the game's perennially relevant themes and scenarios, ranging from
environmental consciousness to economic inequity and
posthumanism. Others examine the mechanisms
used to immerse the player or to improve
the narrative. Finally, there are several essays devoted
specifically to the game's legacy, from its influence
on later games to its characters' many crossovers and
cameos.
"A must have. I warmly welcome this milestone work." -Tina
Christensen, President of the European Mahjong Association. "The
best book about mahjong I have ever read." -Martin Divis, European
Riichi Mahjong Champion 2013-2016. "A wonderful journey through
both the rules and the spirit of riichi mahjong." -David Bresnick,
President of the United States Professional Mahjong League.
Mahjong; the most popular game in the world. This is the game that
legends adorn, of scholars, and treasures, where dragons are borne.
With winds that blow and fortunes that flow, it's here through it
all, our good fortune will call. Prepare to learn about a
four-player tile game of winning hands, lucky tiles, sacred
discards, glory, and woe. Are you up to the challenge?
One the most familiar characters of American folk art is Uncle Sam.
His image has spurred people to join the army, give blood, and wave
the flag. He has appeared in cartoons and parades across the
nation. In his red, white, and blue costume, he is the symbol of
America, yet for each artist he takes on just a little different
attitude and pose. Al Streetman captures the spirit of Uncle Sam in
these 25 patterns. Al's creative talent comes through in each one,
and his skill as a carver is demonstrated in the carving section.
In addition to the patterns the book contains carving tips,
step-by-step instructions for carving one of the Uncle Sams, and
painting instructions. A gallery of many of Al's creations gets the
carvers imagination roaring. Al's first book, 41 Santa Patterns for
Carvers,has already found an excited audience. We're sure that this
one will be a welcome addition to every caricature carver's
library.
Beat the boredom and take time out from screens with this
pocket-sized book packed with facts, photos and fantastic spots for
hours of fun! Kids will have fun collecting points when visiting
churches and cathedrals with more than 140 things to find. From
altars to spires, choirs to bell ringers, they’ll learn all about
these places of worship along the way. And once they’ve scored
1000 points, super-spotters can claim their official i-SPY
certificate and badge. With more than 30 i-SPY books to collect,
there’s something for everyone! For even more spotting fun check
out i-SPY London (ISBN 9780008386450).
The age old pastime of kite flying has recently experienced a
dramatic increase in popularity owing to the introduction of bold
new designs and materials for improved standards of efficiency. In
this completely revised and updated edition of one of the best
books ever written on the hobby, Ron Moulton (founder of the
British Kite Flying Association) and Pat Lloyd (an internationally
respected draughtsman) provide all the latest information on making
and flying modern kites. The authoritative text and detailed
drawings and even more colour photographs combine to describe the
new era of advanced models, the latest materials and the expert
skills required. Specialities such as kit fighting with the Rokkaku
design, aerial photography, Parabear drops and team aerobatics are
supported by 30 fully-dimensioned kite plans that embrace the
traditional, the simple and the sophisticated.
Using textual analysis, interviews with game designers, audience
surveys, and close analysis of player forum discussion, this book
examines the unique nature of the producer/consumer relationship
within promotional Alternate Reality Games (ARGs). Historically,
ARGs are rooted in advertising as much as they are in narrative
storytelling. As designers often have to respond to player actions
as the game progresses, players can have an impact on the
storyline, on character behaviour, and potentially on the final
resolution of the narrative. This book explores how both media
consumers and producers are responding to this new reconfiguration
of the producer/consumer/prosumer dynamic in order to better
understand the diverse advertising experiences available to media
audiences today. With a focus on participatory culture and the
political economy of promotional communications, this in-depth
analysis of ARGs will appeal to academics and researchers in the
fields of games, film, advertising, and media and cultural studies.
Explore Wales with i-SPY - facts, photos and fantastic spots! Beat
the boredom and take time out from screens with this pocket-sized
book packed with facts, photos and fantastic spots for hours of
fun! It's ideal for holidays, family road trips or simply exploring
your local area. Kids will have fun collecting points with more
than 140 things to find in Wales. From mountains and beaches to
landmarks and attractions, they'll learn all about the country and
its history along the way. And once they've scored 1000 points,
super-spotters can claim their official i-SPY certificate and
badge. With more than 30 i-SPY books to collect, there's something
for everyone! For even more spotting fun check out: i-SPY On a Car
Journey (ISBN 9780008386443) i-SPY On a Train Journey (ISBN
9780008431730) i-SPY At the Seaside (ISBN 9780008386528) i-SPY
Nature (ISBN 9780008386467)
Digital and analog games have long served modern public libraries
as educational tools and as drawcards for new patrons - from
dedicated gaming zones and children's spaces to Minecraft gaming
days, makerspaces, and virtual reality collections. Much has been
written about the role of games and play in libraries' programming
and collections. But their wider role in transforming libraries as
public institutions remains unexplored. In this book, the authors
draw on ethnographic research to provide a rich portrait of the
intersection between games, play, and public libraries. They look
at how games and play are increasingly spilling out of designated
zones within libraries and beyond their walls, as part of a broader
reconfiguration and "reimagining" of libraries in the digital era.
The library's association with play has historically been
understood through its classification as a "third place" somewhere
to relax, socialise and experiment outside of the utilitarian
demands of work and home. But far from just offering patrons an
opportunity for detached leisure, this book illustrates how
libraries are connecting games and play to policies agendas around
their municipality's economic and cultural development. Attending
to the institutionalisation of play, the book sheds new light both
on the contradictions at the heart of play as a theoretical
concept, and what libraries are in contemporary public life.
Trainieren Sie Ihre kleinen grauen Zellen Sudokus sind das perfekte
Gehirn - training. Dieses Buch enthalt 180 Ratsel in verschiedenen
Schwierigkeitsstufen: von ganz leicht bis hollisch kniffelig, so
dass Sie je nach Tagesform wahlen konnen. Und es lasst Sie mit den
Ratseln nicht allein, sondern gibt Ihnen Losungstipps fur besonders
kniffelige Ratsel, so dass Sie fur die richtig harten Nusse Ihr
eigene Losungsstrategie entwickeln konnen. Viel Spass und Erfolg
beim Knobeln!
Augmentative play is a special activity that substantially aids the
pursuit of a larger, encompassing leisure activity. This approach
to the study of play is unique. It recognizes the hundreds of
activities in which play and leisure come together.
The Game of Logic is a recreational activity devised by author
Lewis Carroll - this edition contains all of his original and
vitally demonstrative illustrations. Although Carroll is best known
for his short stories and novels for children, he also harbored a
great passion for mathematics and logic puzzles, which he felt held
great facility for developing the minds of young and old. He
designed a game of logic which attained popularity following his
enormously successful stories for children. Although old fashioned
and dated by today's standards, Carroll's game offers profound
insight into the recreational mathematics and number games of the
late 19th century. This book contains a set of detailed
instructions for playing Carroll's game, which requires sheets of
paper, a ruler and pencil for drawing the tables, and a set of
counters. This edition contains all the diagrams and tables crucial
for understanding what the author describes.
Bring the fun on your next road trip with this handy book, Family
Road Trip Games, from beloved children's book author Jack
Henseleit. Featuring over 60 new and classic games - and more than
150 brain-burning trivia questions - plus a top secret treasure
hunt (yippee!), this is the definitive collection of games and
puzzles for the whole family. Whether it's a fresh take on I Spy,
an on-the-go scavenger hunt, or a modern favourite like Snaps,
you'll find a diverse group of games and ideas to appeal to any age
or attention span. There are also fun illustrations throughout,
making this book both an excellent gift or self-purchase. Put away
the screens and find new ways to entertain, get creative and
improve memory with kids and adults of any age.
A Mother Goose nursery rhyme comes to life when you open the pages
of Carving The Old Woman's Shoe. With over 20 years of shoe carving
experience, Larry's step-by-step instructions will lead you through
carving his concept of this famous shoe. He even wrote his own
poem. He helps you construct a scene for the shoe with a carved
yard and flowers carved from round toothpicks! The book gives
suggestions on tools which you will need and provides complete
instructions on painting and finishing the shoe. The patterns and
full-color photos combine to make this an excellent instructional
book. Larry's first book, Carving Boots and Shoes has helped many
carvers to get started on the "right foot" in their boot and shoe
carving.
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