Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts

Light Your Church on Fire Without Burning it Down: Church in the 21st Century Review

Light Your Church on Fire Without Burning it Down: Church in the 21st Century
Average Reviews:

(More customer reviews)
Are you looking to buy Light Your Church on Fire Without Burning it Down: Church in the 21st Century? Here is the right place to find the great deals. we can offer discounts of up to 90% on Light Your Church on Fire Without Burning it Down: Church in the 21st Century. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Light Your Church on Fire Without Burning it Down: Church in the 21st Century ReviewIn "Light Youth Church Without Burning It Down," author and Pastor David Housholder takes a swing a bridging the seemingly large gap between Pentecostals and mainline Protestants. Hous, however, with a background in both Pentecostal and Lutheran traditions, makes it clear that there isn't as big of a gap as once thought.
Hous provides clarity on the following subjects: Speaking in tongues, healing, receiving the Spirit, charismatic worship, and deliverance, to name a few. Traditionally, mainline Protestants would be fearful of many of these topics and afraid to engage any of them. But Hous makes it very clear that this is not to be the case.
I highly recommend this book to anyone who is looking for a brief and practical guide to the Pentecostal/Charismatic movement that is sweeping the globe (Africa, Latin America, and China). Don't be afraid to be filled with the Spirit! Pick this book up and you won't be disappointed!Light Your Church on Fire Without Burning it Down: Church in the 21st Century Overview

Want to learn more information about Light Your Church on Fire Without Burning it Down: Church in the 21st Century?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

A Theory of Fun for Game Design Review

A Theory of Fun for Game Design
Average Reviews:

(More customer reviews)
Are you looking to buy A Theory of Fun for Game Design? Here is the right place to find the great deals. we can offer discounts of up to 90% on A Theory of Fun for Game Design. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

A Theory of Fun for Game Design ReviewRaph Koster's _A Theory of Fun for Game Design_ is certainly a book worthy of a place on any game designer's shelf. For those who attended the original lecture that spawned the book, there isn't a whole lot that is new, but it's great to have it in book form. For those who did not, the book can be quite revealing, particularly for those who have struggled to adequately define just what games and game design is all about.
Perhaps more importantly, though, is that Raph has written a light, frequently humorous, and sometimes touching book that should make a great gift to those of us who have parents or spouses who DON'T understand why we're wasting all of our time with games. Rather than try to explain it to them, you can simply hand them this book, and they can come to appreciate the scope and depth of the subject without being overwhelmed.
And at times the book is quite poignant on a human level. You can see Raph's genuine pride and love for his children nearly pour off the page when he talks about them, and his mention of his grandfather passing away while he was at GDC is particularly touching to me since my own father died while I was at GDC in 2000.
The book can essentially be read in two ways. The first, simply by reading all the illustrations in sequence, is great fun all by itself. Nearly every drawing does its job in illustrating the point it tries to make, and quite a few have charming little extra details that a gamer will readily appreciate.
The second, and perhaps more proper way, is to read the text and the illustrations together. (I suppose one could also read the text by itself, but where's the fun in that?) To summarize very crudely, the book makes the following assertions:
1. The human mind enjoys processing information from the world around it into patterns, procedures, schema, etc. that it can later apply with less thought in identical or similar situations.
2. Games primarily feature a core pattern(s) and mechanic(s) which players learn via playing the game. This is fun for the mind.
3. If the pattern is too hard to discern, or the mechanic of learning the pattern too difficult, players get frustrated and stop playing. On the other hand, if players understand the pattern and master the mechanic too easily, they'll quickly become bored and stop playing. There are other issues as well (relevancy, matching expectations, presentation, etc.) that come into play.
4. Most games have traditionally taught very basic life skills. As children become adults, they've learned these skills, these patterns, and no longer play games since they are now out in the real world playing "for real".
5. Many of these skills, while useful when we were a primative people, are becoming less relevant, and even dangerous, in a modern society, where change is increasingly more and more rapid.
6. Game designers need to broaden their game designs, not only to encompass a larger range of patterns/skills/mechanics/lessons, but also ones which are relevant and helpful to modern society.
7. Game designers have an ETHICAL DUTY to do so.
(I've skipped over many other points of the book, which although unfair and regrettable, is necessary for the sake of length.)
Now, enough of the praise, on with a few (minor) criticisms.
I found the book paradoxically both too long and too short. The layout of the work is to fill (nearly) every right hand page with an illustration, with the text on the left hand page. This is great, because their are so many illustrations, but it means that the text on the left of many of the pages is often quite limited: 2 - 5 paragraphs, and usually short ones at that. However, I am not saying that there should have been more text; often it conveys just the right depth and meaning for the particular point it is trying to make on that page. But at times it does get a bit distracting; you get the feeling that these pages are only there because there are so many illustrations.
Yet at the same time, I felt the text sometimes got too repetitive, and should have gone deeper. But the problem is you couldn't really dwell on one thing too deeply, because it was on to the next page and on to the next point (and the next illustration). Really, the format constrains the book to a particular level, and I think part of this also comes from the fact that the book was largely original a presentation, where it is quite common for points to be made simply, and repeatedly, without a lot of additional exposition. And I think if you accept the book in that context, you won't be disappointed.
One point that I thought the book did not give enough attention to was the element of chance in games. Nearly every game features the element of random chance, yet the book explores this mechanic very little in relation to other core game mechanics. When it does -- all of 2 paragraphs on page 56 -- it's almost dismissive of it as little more than a way to teach people about odds.
I would contend there's a lot more to it than that. Introducing a random element into a game helps enhance the learning experience by prolonging the appeal of the game. Consider a game mechanic which, if mastered, allows a player to win 100% of the time. If the game is fairly deterministic, then once they've learned this mechanic, they'll quickly become bored with the game. Now, consider what happens when you add the element of chance. The player, even if they've mastered the mechanic, can still lose. This forces them to re-evaluate their mechanic -- do they REALLY have the best one, or were they mistaken? What additional patterns can they learn to help eliminate the effect of chance? Does this teach us that in life, even the best laid plans can fail due to unknown and unpredictable factors? And so on.
I would also add that the addition of chance helps ameliorate the problem of players playing the same game at different skill levels -- the inferior player still has a chance to win, even if it is by luck, but by winning is encouraged to keep playing the game and, perhaps, learning what the superior player already knows.
The other point of the book that I take issue with is at the end, where there is a rather sudden appeal to a variation Pascal's Wager. This forms the basis of an appeal to ethical game design. I find the whole insertion rather jarring, partly because I feel Pascal's Wager is thoroughly debunked (particular when you consider the wager fails to mention any costs relating to belief), and partly because it doesn't seem to make much of a difference. If game's don't matter, than it doesn't matter if a game explores a particular behavior that is "bad". On the other hand, if game's do matter, then surely it is important to have games that explore such mechanics as a way of learning about ourselves, just as more "ethical" games may explore other mechanics. As Sister Wendy admitted, Serrano's _Christ in Urine_ was still valid art; it just wasn't particularly good (in the non-moral sense) art.
I also think it is difficult to expect games to illuminate the human condition and teach lessons at the same level as other forms as art for precisely the reasons cited earlier in the book. Games are about a core mechanic/pattern that is learned, and the very nature of gaming compells one to look past the story and other contextual trappings to focus on the central gameplay. Consider the moral of _Moby Dick_, which is about the dangers of letting one's obsession overtake them, or the destructiveness of the desire for revenge to others around you, or perhaps, according to some interpretations, the futility and hubris of denying God and trying to confront evil itself on one's own. But a game _Moby Dick_, even if it contained such themes, would ultimately teach you instead about optimal strategies for hunting whales, or perhaps a formula for determing the true costs of obsession in lives lost. And neither of which may be models that realistically describe reality, which calls into question their ultimate utility beyond the scope of the game itself.
But despite these lengthy criticisms, I can certainly recommend this book. As I said before, I think it's particularly useful as a gift to non-gamers who want to know more about what we do and why we do it.
Bruce
A Theory of Fun for Game Design Overview

Want to learn more information about A Theory of Fun for Game Design?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Beyond Basketball: Coach K's Keywords for Success Review

Beyond Basketball: Coach K's Keywords for Success
Average Reviews:

(More customer reviews)
Are you looking to buy Beyond Basketball: Coach K's Keywords for Success? Here is the right place to find the great deals. we can offer discounts of up to 90% on Beyond Basketball: Coach K's Keywords for Success. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Beyond Basketball: Coach K's Keywords for Success ReviewAll Duke fans and alumni should be proud to have such a sterling person to represent their school and team. I have seldom read such a humble book from such a successful person . . . not to mention the value of the timeless wisdom in the book.
Coach Krzyzewski is joined in this easy-to-read and hard-to-apply book by his daughter, Jamie Spatola, who is an example in several of the book's segments.
This book has an unusual concept. Be sure you understand and like that concept before you buy and read the book. Coach Krzyzewski likes to focus his team's attention. Rather than leading into a game with a long speech, he will put one word up and ask the team to keep that word in mind. It will be a word that reflects something needed to keep the team's focus and performance in balance. This book is organized much the same way. There are thirty-nine essays that explore one or two words in 2-3 pages . . . followed by a conclusion that looks at the essence of great team play. Each of the thirty-nine essays begins with explaining what the word means and why it is important, and then goes on to provide an example from Coach Krzyzewski's life. The examples are particularly charming because Coach Krzyzewski seeks to make others look great . . . while he plays the straight man.
As I read this book, I was reminded of a comment Larry Bird made about one of the Celtics coaches who liked to direct everything the team did. Bird noted that it's hard to start a fast break if the whole team is watching the coach to find out what half-court play the coach wants to call.
Coach Krzyzewski obviously tries to stay out of the way of his players' genius and tendencies. I loved the sections where he learned better methods of playing from many of his great players.
What are the thirty-nine words and word combinations? Here they are (in alphabetical order): Adaptability, Adversity, Balance, Belief, Care, Challenges, Collective Responsibility, Commitment, Communication, Courage, Crisis Management, Culture, Dependability, Empathy, Enthusiasm, Excellence, Failure, Family, Friendship, Fundamentals, Giving Back, Guidance, Imagination, Integrity, Learning, Love, Motivation, Next Play, Ownership, Passion, Poise, Pressure, Pride, Respect, Selflessness, Standards, Trust, Will, and Work. The conclusion focuses on The Fist (the team's focus on five core concepts of cooperation: communication, trust, collective responsibility, care, and pride).
The best way to gain from this book is to start by reading the words that you don't think are important . . . then move on to the words you think are important. You'll deepen your understanding in both cases. Then re-read this book at least once a year to reinforce these positive lessons.
My favorite examples in the book didn't have anything to do with basketball (although the ball is always in the background). But there are also wonderful examples of behind-the-scenes moments when Coach Krzyzewski took action to deal with a challenge and create a better effort . . . or a success.
However, the whole gleams with a special shine . . . like a highly polished diamond with 40 perfect facets.
Beyond Basketball: Coach K's Keywords for Success Overview

Want to learn more information about Beyond Basketball: Coach K's Keywords for Success?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Blink: The Power of Thinking Without Thinking Review

Blink: The Power of Thinking Without Thinking
Average Reviews:

(More customer reviews)
Are you looking to buy Blink: The Power of Thinking Without Thinking? Here is the right place to find the great deals. we can offer discounts of up to 90% on Blink: The Power of Thinking Without Thinking. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Blink: The Power of Thinking Without Thinking ReviewWell, as a huge fan of Gladwell's last book, The Tipping Point, I was excited last week to finally get my hands on his new effort: Blink: The Power of Thinking Without Thinking. This time around Gladwell's basic thesis is that often snap judgements (what he calls "thin slicing") can be more accurate than well researched, careful analysis. Gladwell uses many examples (most are interesting) to demonstrate this behavior such as determining when art is faked, sizing up car buyers, picking presidential candidates and determining the characteristics of a person by observing their living space. This has always been Gladwell's talent: taking just-under-the-radar topics and bringing them into the public's view through great journalism and storytelling.
Gladwell is also careful to examine the flipside of this phenomenon: the times when "thin slicing" misleads us or gives us the wrong results. For instance, he presents examples where the mind works based on biases that don't necessarily enter the realm of conscious thought, but are nevertheless there (age, race, height, and so on).
It's a great topic and Gladwell sets it up with some wonderful examples, but then the book begins to have problems. First, the book is a little too anecdotal. Anyone who has ever had a 200-level psych class knows that what looks like cause and effect may be accounted for by an independent variable that wasn't considered (e.g., concluding cancer rates are higher in some area of the country because of pollution, when in fact the area has higher smoking rates as well). Given this, I found that too often conclusions are made on basic handwaving, or that important aspects of studies are not mentioned. For instance, Gladwell describes a study were observers are asked to determine certain characteristics (such as truthfulness, consciensciousness, etc.) of students by observing their dorm rooms; but, never does he mention how exactly one would determine these characteristics of individuals in a scientific manner for comparison. Such omissions leave the reader a little less than convinced.
Nevertheless, even with this flaw the first third of the book supports the thesis and makes for the usual entertaining reading; but things derail from there. The examples start to seem more peripheral: a rogue commander beating the conventional forces in a war game exercise, an artist known as Kenna who apparently should have made it big but didn't (why this example is interesting I've yet to figure out), and some rehash about coke vs pepsi from one of his older articles.
By the end of the book the whole thing derails into examples that just don't seem appropriate for the topic. Sure a study of why Pepsi always does better than Coke in blind tastes tests is interesting (and you can read his article on this without buying the book on Gladwell's web site), but does a study of "sips" vs "whole-can drinking" - people prefer sweet for sips (Pepsi) - really say something about unconscious rapid cognition?
One of Gladwell's greatest strengths is in recognizing interesting things, and then bringing them into conscious awareness so we actually realize these things are happening (whether it be tipping points or rapid cognition). I think he's partly achieved that in this book, but it doesn't come together the way the Tipping Point does. One gets the idea that this topic may have been better handled in an article rather than a full blown book.Blink: The Power of Thinking Without Thinking Overview

Want to learn more information about Blink: The Power of Thinking Without Thinking?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...