Games and Rules

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Publisher : transcript Verlag
ISBN 13 : 3839443040
Total Pages : 323 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Games and Rules by : Beat Suter

Download or read book Games and Rules written by Beat Suter and published by transcript Verlag. This book was released on 2019-03-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

The Magic Circle: Principles of Gaming & Simulation

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Publisher : BRILL
ISBN 13 : 9087903103
Total Pages : 398 pages
Book Rating : 4.0/5 (879 download)

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Book Synopsis The Magic Circle: Principles of Gaming & Simulation by : Jan H.G. Klabbers

Download or read book The Magic Circle: Principles of Gaming & Simulation written by Jan H.G. Klabbers and published by BRILL. This book was released on 2009-01-01 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.

Homo Ludens

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Publisher : Beacon Press
ISBN 13 : 9780807046814
Total Pages : 244 pages
Book Rating : 4.0/5 (468 download)

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Book Synopsis Homo Ludens by : Johan Huizinga

Download or read book Homo Ludens written by Johan Huizinga and published by Beacon Press. This book was released on 1971-06-01 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential reference for all game designers, this 1938 classic is “a fascinating account of ‘man the player’ and the contribution of play to civilization” (Harper’s). In this classic evaluation of play that has become a “must-read” for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies. Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or “man the player” through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come.

Rules of Play

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Author :
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.

Media and Religion

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110496089
Total Pages : 250 pages
Book Rating : 4.1/5 (14 download)

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Book Synopsis Media and Religion by : Stewart M. Hoover

Download or read book Media and Religion written by Stewart M. Hoover and published by Walter de Gruyter GmbH & Co KG. This book was released on 2021-07-05 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: The series Religion and Society (RS) contributes to the exploration of religions as social systems- both in Western and non-Western societies; in particular, it examines religions in their differentiation from, and intersection with, other cultural systems, such as art, economy, law and politics. Due attention is given to paradigmatic case or comparative studies that exhibit a clear theoretical orientation with the empirical and historical data of religion and such aspects of religion as ritual, the religious imagination, constructions of tradition, iconography, or media. In addition, the formation of religious communities, their construction of identity, and their relation to society and the wider public are key issues of this series.

The Rules of Magic

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Author :
Publisher : Simon and Schuster
ISBN 13 : 1501137492
Total Pages : 313 pages
Book Rating : 4.5/5 (11 download)

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Book Synopsis The Rules of Magic by : Alice Hoffman

Download or read book The Rules of Magic written by Alice Hoffman and published by Simon and Schuster. This book was released on 2017-10-10 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: An instant New York Times bestseller and Reese Witherspoon Book Club pick from beloved author Alice Hoffman—the spellbinding prequel to Practical Magic. Find your magic. For the Owens family, love is a curse that began in 1620, when Maria Owens was charged with witchery for loving the wrong man. Hundreds of years later, in New York City at the cusp of the sixties, when the whole world is about to change, Susanna Owens knows that her three children are dangerously unique. Difficult Franny, with skin as pale as milk and blood red hair, shy and beautiful Jet, who can read other people’s thoughts, and charismatic Vincent, who began looking for trouble on the day he could walk. From the start Susanna sets down rules for her children: No walking in the moonlight, no red shoes, no wearing black, no cats, no crows, no candles, no books about magic. And most importantly, never, ever, fall in love. But when her children visit their Aunt Isabelle, in the small Massachusetts town where the Owens family has been blamed for everything that has ever gone wrong, they uncover family secrets and begin to understand the truth of who they are. Yet, the children cannot escape love even if they try, just as they cannot escape the pains of the human heart. The two beautiful sisters will grow up to be the memorable aunts in Practical Magic, while Vincent, their beloved brother, will leave an unexpected legacy. Alice Hoffman delivers “fairy-tale promise with real-life struggle” (The New York Times Book Review) in a story how the only remedy for being human is to be true to yourself. Thrilling and exquisite, real and fantastical, The Rules of Magic is “irresistible…the kind of book you race through, then pause at the last forty pages, savoring your final moments with the characters” (USA TODAY, 4/4 stars).

Avidly Reads Board Games

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Publisher : NYU Press
ISBN 13 : 1479815829
Total Pages : 167 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Avidly Reads Board Games by : Eric Thurm

Download or read book Avidly Reads Board Games written by Eric Thurm and published by NYU Press. This book was released on 2019-10-08 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life. Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Half-Real

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Publisher : MIT Press
ISBN 13 : 0262284138
Total Pages : 245 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Half-Real by : Jesper Juul

Download or read book Half-Real written by Jesper Juul and published by MIT Press. This book was released on 2011-08-19 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.

Engaging Spaces

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Publisher : Museum Tusculanum Press
ISBN 13 : 8763542005
Total Pages : 330 pages
Book Rating : 4.7/5 (635 download)

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Book Synopsis Engaging Spaces by : Erik Kristiansen

Download or read book Engaging Spaces written by Erik Kristiansen and published by Museum Tusculanum Press. This book was released on 2015-11-23 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: All performances - whether music, theater, visual arts, or even street protests or games — have this in common: they happen somewhere, within a space. This anthology explores the complicated relationship between performance and the space in which it is hosted. Examining both well-known spaces — such as concert halls or stages — as well as unconventional ones, such as the street, the contributors investigate different conceptions of space, how space is experienced, how different spaces are unique from one another, and, ultimately, the ways space enables the performing arts to deeply engage audiences.

Synthetic Worlds

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Publisher : University of Chicago Press
ISBN 13 : 0226096319
Total Pages : 346 pages
Book Rating : 4.2/5 (26 download)

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Book Synopsis Synthetic Worlds by : Edward Castronova

Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Dimension Shifter

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Author :
Publisher : T.M. Nielsen
ISBN 13 :
Total Pages : 309 pages
Book Rating : 4./5 ( download)

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Book Synopsis Dimension Shifter by : T.M. Nielsen

Download or read book Dimension Shifter written by T.M. Nielsen and published by T.M. Nielsen. This book was released on 2011-10-11 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: The dimensions are in chaos, magic is illegal, and water is a rare commodity. Kyrin is running from the law. As a magic user, she's marked for death, and as a run-away from the Shadowmere, she's hunted as a weapon. Shifting between dimensions is all that's kept her alive. On the brink of being caught by the Shadowmere, Kyrin stumbles into a dimension devoid of the drought and seemingly untouched by the wrath of the Consortiums. In this dimension she finds a people innocent of the evils of the universe and naïve to the worlds surrounding them. Lord Alric has ruled over his kingdom for 15 years under the direction of their god, Sithias. Before his time, the gods fought, and evil was removed from the lands. It isn't until Kyrin arrives that he's even considered that evil may still be among them, or that the long-dead use of magic may still be around.

Modern Magic

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Author :
Publisher : e-artnow
ISBN 13 :
Total Pages : 610 pages
Book Rating : 4.4/5 (64 download)

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Book Synopsis Modern Magic by : Professor Hoffmann

Download or read book Modern Magic written by Professor Hoffmann and published by e-artnow. This book was released on 2020-05-15 with total page 610 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Modern Magic" is a treatise in book form, detailing the apparatus, methods and tricks used by the magicians and conjurors. It was the first book in the English language to really explain how to perform magical feats. The treatise contains advice on the appearance, the dress and the staging of a magician. It then goes on to describe many tricks with playing cards, coins, watches, rings, handkerchiefs, dominoes, dice, cups, balls and hats, and concludes with a long chapter of miscellaneous tricks, including magic with strings, gloves, eggs, rice and some utility devices. The penultimate chapter describes large stage illusions, and the final chapter contains advice on routining a magic show, as well as more advice on staging.

Whole Brain Teaching for Challenging Kids

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Publisher :
ISBN 13 : 9780984816712
Total Pages : 0 pages
Book Rating : 4.8/5 (167 download)

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Book Synopsis Whole Brain Teaching for Challenging Kids by : Chris Biffle

Download or read book Whole Brain Teaching for Challenging Kids written by Chris Biffle and published by . This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The revolutionary teaching system, based on cutting edge learning research, used by thousands of educators around the world"--Cover.

Play Anything

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Publisher : Basic Books
ISBN 13 : 0465096506
Total Pages : 290 pages
Book Rating : 4.4/5 (65 download)

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Book Synopsis Play Anything by : Ian Bogost

Download or read book Play Anything written by Ian Bogost and published by Basic Books. This book was released on 2016-09-13 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Secrets of Conjuring and Magic

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Author :
Publisher : Cambridge University Press
ISBN 13 : 1108032400
Total Pages : 401 pages
Book Rating : 4.1/5 (8 download)

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Book Synopsis Secrets of Conjuring and Magic by : Jean Eugène Robert-Houdin

Download or read book Secrets of Conjuring and Magic written by Jean Eugène Robert-Houdin and published by Cambridge University Press. This book was released on 2011-11-03 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: This 1877 translation of Robert-Houdin's 1868 conjuring manual reveals the techniques used in popular stage performances during the Victorian period.

Melting Stones

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Publisher : Scholastic Inc.
ISBN 13 : 0545231868
Total Pages : 211 pages
Book Rating : 4.5/5 (452 download)

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Book Synopsis Melting Stones by : Tamora Pierce

Download or read book Melting Stones written by Tamora Pierce and published by Scholastic Inc.. This book was released on 2010-02-01 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: New York Times bestselling fantasy author Tamora Pierce returns to the world of the Circle of Magic Quartet.Evvy, a young stone mage in training, is accompanying her mentor, Rosethorn, and another dedicate from Winding Circle while they investigate mysterious happenings on the island of Starns. Her job is to listen and learn, but, being Evvy, she can't just keep quiet and do nothing. With the help of Luvo, the rock being she befriended at her home in Yanjing, Evvy discovers the source of the problem - a long-dormant volcano. Now she and her friends must save the islanders from impending disaster - if only Evvy can use her talents to avert the certain destruction that looms ahead.

Kabbalah, Magic, and the Great Work of Self-transformation

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Author :
Publisher : Llewellyn Worldwide
ISBN 13 : 0738708933
Total Pages : 385 pages
Book Rating : 4.7/5 (387 download)

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Book Synopsis Kabbalah, Magic, and the Great Work of Self-transformation by : Lyam Thomas Christopher

Download or read book Kabbalah, Magic, and the Great Work of Self-transformation written by Lyam Thomas Christopher and published by Llewellyn Worldwide. This book was released on 2006 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advancing to higher levels of ritual magic with purpose and power requires an exaltation of consciousness-a spiritual transformation that can serve as an antitode to the seeming banality of modern life. Based on Kabbalistic techniques, the teachings of the Hermetic Order of the Golden Dawn, and an Hermetic tradition spanning nearly two thousand years, this innovative new work introduces the history of the Golden Dawn and its mythology, the Tree of Life, Deities, demons, rules for practicing magic, and components of effective ritual. A comprehensive course of self-initiation using Israel Regardie's seminal Golden Dawn as a key reference point, Kabbalah, Magic and the Great Work of Self-Transformation guides you through the levels of the Golden Dawn system of ritual magic. Each grade in this system corresponds with a sphere in the Kabbalistic Tree of Life and includes daily rituals, required reading, written assignments, projects, and additional exercises. Knowledgeable and true to tradition, author Lyam Thomas Christopher presents a well-grounded and modern step-by-step program toward spiritual attainment, providing a lucid gateway toward a more awakened state. Finalist for the Coalition of Visionary Resources Award for Best Magick/Shamanism Book