Play Better Games

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Author :
Publisher : Routledge
ISBN 13 : 1351702580
Total Pages : 164 pages
Book Rating : 4.3/5 (517 download)

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Book Synopsis Play Better Games by : Carmel Conn

Download or read book Play Better Games written by Carmel Conn and published by Routledge. This book was released on 2017-07-05 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ordinary games are an important vehicle for children's learning. They provide a powerful, naturally occurring learning environment that is physical, playful and fun. Playing games requires interpersonal skills in language, thought, social behavior, creativity, self-regulation and skilful use of the body. When children play games together they develop the following key capacities: •Cooperative behavior •Focused attention •Social understanding •Holding information in mind •Motor, spatial and sequential planning •Self-regulation, e.g impulse control, coping with excitement, controlled exertion •Collaborative behavior and negotiation •Self-expression and creativity. Games provide a social experience that is emotionally compelling, where children laugh and have fun and do not realise they are interacting, problem solving, negotiating and cooperating with each other. Play Better Games is designed to help practitioners and parents to think about what might prohibit their children from joining in with games and plan effective strategies for support. It will be of benefit to teachers, therapists, group works, play workers, midday supervisors and support workers, as well as to parents and siblings of children with autism.

Games As A Service

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Publisher : CRC Press
ISBN 13 : 1317908872
Total Pages : 311 pages
Book Rating : 4.3/5 (179 download)

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Book Synopsis Games As A Service by : Oscar Clark

Download or read book Games As A Service written by Oscar Clark and published by CRC Press. This book was released on 2014-02-05 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Reality Is Broken

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Publisher : Penguin
ISBN 13 : 1101475498
Total Pages : 416 pages
Book Rating : 4.1/5 (14 download)

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Book Synopsis Reality Is Broken by : Jane McGonigal

Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Rules of Play

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Publisher : MIT Press
ISBN 13 : 9780262240451
Total Pages : 680 pages
Book Rating : 4.2/5 (44 download)

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Book Synopsis Rules of Play by : Katie Salen Tekinbas

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Out of Touch

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Publisher : MIT Press
ISBN 13 : 0262545993
Total Pages : 285 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Out of Touch by : Michelle Drouin

Download or read book Out of Touch written by Michelle Drouin and published by MIT Press. This book was released on 2023-06-06 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: A behavioral scientist explores love, belongingness, and fulfillment, focusing on how modern technology can both help and hinder our need to connect. A Next Big Idea Club nominee. Millions of people around the world are not getting the physical, emotional, and intellectual intimacy they crave. Through the wonders of modern technology, we are connecting with more people more often than ever before, but are these connections what we long for? Pandemic isolation has made us even more alone. In Out of Touch, Professor of Psychology Michelle Drouin investigates what she calls our intimacy famine, exploring love, belongingness, and fulfillment and considering why relationships carried out on technological platforms may leave us starving for physical connection. Drouin puts it this way: when most of our interactions are through social media, we are taking tiny hits of dopamine rather than the huge shots of oxytocin that an intimate in-person relationship would provide. Drouin explains that intimacy is not just sex—although of course sex is an important part of intimacy. But how important? Drouin reports on surveys that millennials (perhaps distracted by constant Tinder-swiping) have less sex than previous generations. She discusses pandemic puppies, professional cuddlers, the importance of touch, “desire discrepancy” in marriage, and the value of friendships. Online dating, she suggests, might give users too many options; and the internet facilitates “infidelity-related behaviors.” Some technological advances will help us develop and maintain intimate relationships—our phones, for example, can be bridges to emotional support. Some, on the other hand, might leave us out of touch. Drouin explores both of these possibilities.

Theory of Fun for Game Design

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1932111972
Total Pages : 259 pages
Book Rating : 4.9/5 (321 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

How to Play Video Games

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Publisher : NYU Press
ISBN 13 : 1479827983
Total Pages : 376 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis How to Play Video Games by : Nina Huntemann

Download or read book How to Play Video Games written by Nina Huntemann and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

SuperBetter

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Publisher : Penguin
ISBN 13 : 0698185501
Total Pages : 480 pages
Book Rating : 4.6/5 (981 download)

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Book Synopsis SuperBetter by : Jane McGonigal

Download or read book SuperBetter written by Jane McGonigal and published by Penguin. This book was released on 2015-09-15 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.

The Status Game

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Publisher : William Collins
ISBN 13 : 9780008354671
Total Pages : 416 pages
Book Rating : 4.3/5 (546 download)

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Book Synopsis The Status Game by : Will Storr

Download or read book The Status Game written by Will Storr and published by William Collins. This book was released on 2022-07-07 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'Will Storr is one of our best journalists of ideas ... The Status Game might be his best yet' James Marriott, Books of the Year, The Times What drives our political and moral beliefs? What makes us like some things and dislike others? What shapes how we behave, and misbehave, in groups? What makes you, you? For centuries, philosophers and scholars have described human behaviour in terms of sex, power and money. In The Status Game, bestselling author Will Storr radically turns this thinking on its head by arguing that it is our irrepressible craving for status that ultimately defines who we are. From the era of the hunter-gatherer to today, when we exist as workers in the globalised economy and citizens of online worlds, the need for status has always been wired into us. A wealth of research shows that how much of it we possess dramatically affects not only our happiness and wellbeing but also our physical health - and without sufficient status, we become more ill, and live shorter lives. It's an unconscious obsession that drives the best and worst of us: our innovation, arts and civilisation as well as our murders, wars and genocides. But why is status such an all-consuming prize? What happens if it's taken away from us? And how can our unquenchable thirst for it explain cults, moral panics, conspiracy theories, the rise of social media and the 'culture wars' of today? On a breathtaking journey through time and culture, The Status Game offers a sweeping rethink of human psychology that will change how you see others - and how you see yourself.

The Player of Games

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Author :
Publisher : Orbit
ISBN 13 : 9780316095860
Total Pages : 416 pages
Book Rating : 4.0/5 (958 download)

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Book Synopsis The Player of Games by : Iain M. Banks

Download or read book The Player of Games written by Iain M. Banks and published by Orbit. This book was released on 2009-12-01 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death. Praise for Iain M. Banks: "Poetic, humorous, baffling, terrifying, sexy -- the books of Iain M. Banks are all these things and more" -- NME "An exquisitely riotous tour de force of the imagination which writes its own rules simply for the pleasure of breaking them." -- Time Out

Your Best Game Ever

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Publisher :
ISBN 13 : 9781939979957
Total Pages : pages
Book Rating : 4.9/5 (799 download)

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Book Synopsis Your Best Game Ever by : Monte Cook

Download or read book Your Best Game Ever written by Monte Cook and published by . This book was released on 2019-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Infinite Game

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Publisher : Penguin
ISBN 13 : 0735213526
Total Pages : 272 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Infinite Game by : Simon Sinek

Download or read book The Infinite Game written by Simon Sinek and published by Penguin. This book was released on 2019-10-15 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.

Dave Pelz's Putting Games

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Publisher : Penguin
ISBN 13 : 1101590858
Total Pages : 176 pages
Book Rating : 4.1/5 (15 download)

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Book Synopsis Dave Pelz's Putting Games by : Dave Pelz

Download or read book Dave Pelz's Putting Games written by Dave Pelz and published by Penguin. This book was released on 2012-09-27 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first putting book in more than a decade from the world’s best-known— and bestselling—golf instructor. With numerous bestselling books, coast-to-coast golf schools, and lessons to elite pros, Dave Pelz has founded an empire based upon his scientific approach to the game. His last putting book, Dave Pelz’s Putting Bible, was a blockbuster, but his fans are eager to learn the master’s newest and most up-to-date techniques. Their wait is finally over. In Dave Pelz’s Putting Games, he synthesizes the lessons he gives to elite pros, including Phil Mickelson, Vijay Singh, Steve Elkington, Bo Van Pelt, and Mike Weir—not to mention the thousands of amateurs who attend the Dave Pelz Scoring Game schools and clinics every year. Pelz guides readers through the process of fine-tuning existing strokes, creating new skills and techniques, and using feedback devices at home, where it’s easy to find the time to make it happen, all in the name of improving your putting skills. Every golfer knows that improving his or her putting will lower scores, yet great putting remains one of the game’s most elusive goals. Filled with full-color instructional photos and step-by-step lessons, Dave Pelz’s Putting Games is the answer to a golfer’s dream: It shows the way to improve your putting by playing games in the comfort and convenience of your own home during the week, so you can shoot lower scores on the course on the weekends.

Values at Play in Digital Games

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Author :
Publisher : MIT Press
ISBN 13 : 0262529971
Total Pages : 222 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Values at Play in Digital Games by : Mary Flanagan

Download or read book Values at Play in Digital Games written by Mary Flanagan and published by MIT Press. This book was released on 2016-09-02 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Winning The Game Scientists Play

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Publisher : Basic Books
ISBN 13 : 0465011624
Total Pages : 308 pages
Book Rating : 4.4/5 (65 download)

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Book Synopsis Winning The Game Scientists Play by : Carl J Sindermann

Download or read book Winning The Game Scientists Play written by Carl J Sindermann and published by Basic Books. This book was released on 2008-01-04 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this inspiring book of personal insight and sound advice, veteran scientist Carl J. Sindermann gives an insider's look at the competitive world of science and reveals the best strategies for attaining prominence and success. Taking apart the many different roles scientists must play during their careers, Sindermann compares common mistakes scientists make with what the best strategists do-whether they are publishing papers, presenting data, chairing meetings, or coping with government or academic bureaucracy. In the end, he maintains, well-honed interpersonal skills, a savvy eye on one's competitors, and excellent science are the keys to a satisfying and successful career.

Ready Player Two

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Publisher : U of Minnesota Press
ISBN 13 : 1452954992
Total Pages : 246 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Ready Player Two by : Shira Chess

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Finite and Infinite Games

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Author :
Publisher : Simon and Schuster
ISBN 13 : 1451657293
Total Pages : 256 pages
Book Rating : 4.4/5 (516 download)

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Book Synopsis Finite and Infinite Games by : James Carse

Download or read book Finite and Infinite Games written by James Carse and published by Simon and Schuster. This book was released on 2011-10-11 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: “There are at least two kinds of games,” states James Carse as he begins this extraordinary book. “One could be called finite; the other infinite.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything from how an actress portrays a role, to how we engage in sex, from the nature of evil, to the nature of science. Finite games, he shows, may offer wealth and status, power and glory. But infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.