Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
This insightful volume considers how to locate America in the sporting world: in the traditions and rituals of a national pastime or in the baseball academies run by American professional teams in the Dominican Republic? With the athletes that carry a flag in Olympic ceremonies or among the executives in the boardrooms of Nike? The contributors argue that 'America' is located in these familiar sites and practices but also and increasingly in these novel contexts, where the bodies, strategies, and aspirations of others are becoming subject to American ludic, agonistic, and moral orders. Collectively, their contention is that American sports as a category needs to be reconsidered, to take into account the extensive networks of expertise, finance, and performance moving out from American athletic institutions as well as the ever increasing influx of talent coming from abroad that sustains American collegiate and professional athletics.
As America strives to balance cosmopolitan objectives with resurgent nationalism, it is critical to consider 'American sports' from within and without. This book will be of great interest to scholars of culture, politics, and sport.
This book was published as a special issue of the International Journal of the History of Sport.
Bright and cheerful Ashley lives with her mum and pet guinea pig, Froggie.
Alice Carver is traveling aboard the incredible Titanic with her mother to make a new home in the United States. Meanwhile, William Alexander III is aboard the ship as part of a vacation with his wealthy family. Explore the many features of the Titanic with these characters as they meet and search for fun aboard the ship, and discover what happened when the Titanic collided with an iceberg and began to sink.
Doodle Games features inventive games, quizzes, and challenges that children can play by themselves or with friends using just a pencil.
Each activity requires doodling or drawing, and most games are open-ended, anyone who plays wins! Kids can open any page, read the instructions, and begin having silly, interactive fun in mere moments. All they need is a pencil (or two) and this book. Activities include: Flick Pencil Golf, Doodle Telephone, Squiggle Art, Doodle Dares, Five Dots, Happy Face, Sad Face Tic-Tac-Toe, and more.
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