The Story of Fun and Games: A Journey Through Time
From Senet and the Royal Game of Ur to mahjong, Monopoly, Scrabble, and D&D—discover how play shaped culture, cognition, and community.
Spanning 5,000 years, this richly written, research-driven book traces how simple tools—dice, tiles, cards, boards, and character sheets—became engines of fairness, strategy, and storytelling. You’ll travel from ancient Egypt and Mesopotamia to the Silk Road, from the rise of chess to the industrial boom of mass-market classics, and into today’s cooperative and role-playing renaissance.
the-story-of-fun-and-games-a-jo…
Inside, you’ll find:
Clear timelines & vivid stories: Senet, the Royal Game of Ur, Go/Weiqi, chaturanga→shatranj→chess, pachisi & Snakes and Ladders, Mamluk playing cards→European suits, dominoes, mahjong, and modern icons like Monopoly, Clue, Scrabble, Catan, Pandemic, and Ticket to Ride.
Design made simple: how materials (wood, ivory, faience, paper, plastics) shaped rules—and how great component design teaches before a rule is read.
Chance & skill demystified: from knucklebones to probability, risk management, and how randomness can be engineered to feel fair.
Play with purpose: classroom-ready “Action Steps,” prompts for families and clubs, and insights for designers and educators.
Cultural meaning: games as moral storytelling, civic ritual, and tools for attention, negotiation, and cooperation.
Perfect for: curious readers, teachers, museum and library programs, tabletop fans, and game designers seeking timeless patterns.
What you’ll take away: a sweeping history you can use—a toolkit to “read” any game (scarcity, uncertainty, information flow, affordances), plus practical ideas to host better play and design clearer experiences.
Open the box. See how small rules created big worlds—and why play still organizes people, time, and possibility.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 51502441-n
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Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
Paperback. Etat : new. Paperback. The Story of Fun and Games: A Journey Through TimeFrom Senet and the Royal Game of Ur to mahjong, Monopoly, Scrabble, and D&D-discover how play shaped culture, cognition, and community.Spanning 5,000 years, this richly written, research-driven book traces how simple tools-dice, tiles, cards, boards, and character sheets-became engines of fairness, strategy, and storytelling. You'll travel from ancient Egypt and Mesopotamia to the Silk Road, from the rise of chess to the industrial boom of mass-market classics, and into today's cooperative and role-playing renaissance.the-story-of-fun-and-games-a-jo.Inside, you'll find: Clear timelines & vivid stories: Senet, the Royal Game of Ur, Go/Weiqi, chaturangashatranjchess, pachisi & Snakes and Ladders, Mamluk playing cardsEuropean suits, dominoes, mahjong, and modern icons like Monopoly, Clue, Scrabble, Catan, Pandemic, and Ticket to Ride.Design made simple: how materials (wood, ivory, faience, paper, plastics) shaped rules-and how great component design teaches before a rule is read.Chance & skill demystified: from knucklebones to probability, risk management, and how randomness can be engineered to feel fair.Play with purpose: classroom-ready "Action Steps," prompts for families and clubs, and insights for designers and educators.Cultural meaning: games as moral storytelling, civic ritual, and tools for attention, negotiation, and cooperation.Perfect for: curious readers, teachers, museum and library programs, tabletop fans, and game designers seeking timeless patterns.What you'll take away: a sweeping history you can use-a toolkit to "read" any game (scarcity, uncertainty, information flow, affordances), plus practical ideas to host better play and design clearer experiences.Open the box. See how small rules created big worlds-and why play still organizes people, time, and possibility. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9798268889116
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Vendeur : California Books, Miami, FL, Etats-Unis
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Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
Paperback. Etat : New. N° de réf. du vendeur LU-9798268889116
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Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
PAP. Etat : New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. N° de réf. du vendeur L0-9798268889116
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Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 51502441
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Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
PAP. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. N° de réf. du vendeur L0-9798268889116
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Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : New. N° de réf. du vendeur 51502441-n
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 51502441
Quantité disponible : Plus de 20 disponibles
Vendeur : CitiRetail, Stevenage, Royaume-Uni
Paperback. Etat : new. Paperback. The Story of Fun and Games: A Journey Through TimeFrom Senet and the Royal Game of Ur to mahjong, Monopoly, Scrabble, and D&D-discover how play shaped culture, cognition, and community.Spanning 5,000 years, this richly written, research-driven book traces how simple tools-dice, tiles, cards, boards, and character sheets-became engines of fairness, strategy, and storytelling. You'll travel from ancient Egypt and Mesopotamia to the Silk Road, from the rise of chess to the industrial boom of mass-market classics, and into today's cooperative and role-playing renaissance.the-story-of-fun-and-games-a-jo.Inside, you'll find: Clear timelines & vivid stories: Senet, the Royal Game of Ur, Go/Weiqi, chaturangashatranjchess, pachisi & Snakes and Ladders, Mamluk playing cardsEuropean suits, dominoes, mahjong, and modern icons like Monopoly, Clue, Scrabble, Catan, Pandemic, and Ticket to Ride.Design made simple: how materials (wood, ivory, faience, paper, plastics) shaped rules-and how great component design teaches before a rule is read.Chance & skill demystified: from knucklebones to probability, risk management, and how randomness can be engineered to feel fair.Play with purpose: classroom-ready "Action Steps," prompts for families and clubs, and insights for designers and educators.Cultural meaning: games as moral storytelling, civic ritual, and tools for attention, negotiation, and cooperation.Perfect for: curious readers, teachers, museum and library programs, tabletop fans, and game designers seeking timeless patterns.What you'll take away: a sweeping history you can use-a toolkit to "read" any game (scarcity, uncertainty, information flow, affordances), plus practical ideas to host better play and design clearer experiences.Open the box. See how small rules created big worlds-and why play still organizes people, time, and possibility. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. N° de réf. du vendeur 9798268889116
Quantité disponible : 1 disponible(s)