14 results for "Science"

Wow in the World: Two Whats?! and a Wow! Think & Tinker Playbook Activities and Games for Curious Kids

Mindy Thomas,Guy Raz
From the creators of the #1 kids podcast Wow in the World comes an interactive, science-based activity book based on their daily game show, Two Whats?! and a Wow ! Choose between three unbelievable science statements to identify the true wow fact from the fallacies--and then learn the why and how behind the wow ! But that's not all! After each round, tackle a STEAM-based challenge using a few household items and a lot of creativity. And discover even more science fun in the sidebars, which are filled with brain-bursting facts and figures. Packed with Wow in the World 's signature, family-friendly humor and fascinating science facts, the Two Whats?! and a Wow! Think & Tinker Playbook will provide hours of learning, laughs, and wows.
Houghton Mifflin Harcourt 2020-06-30 80 pages

Theory of Games and Economic Behavior

John Von Neumann,Oskar Morgenstern
This is the classic work upon which modern-day game theory is based. What began as a modest proposal that a mathematician and an economist write a short paper together blossomed, when Princeton University Press published Theory of Games and Economic Behavior. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but the entirely new field of scientific inquiry it yielded--game theory--has since been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations. And it is today established throughout both the social sciences and a wide range of other sciences.
Sidney Bond 2020-01-29 660 pages

Fantasy Life The Outrageous, Uplifting, and Heartbreaking World of Fantasy Sports from the Guy Who's Lived It

Matthew Berry
Includes new chapters with small, easy-to-understand words. Bestselling words! Fantasy football, fantasy baseball, fantasy basketball, even fantasy sumo wrestling: the world of fantasy sports is huge, and still growing. Today, more than 35 million people in the United States and Canada spend hours upon hours each week on their fantasy sports teams. And as the Senior Fantasy Sports Analyst for ESPN, Matthew Berry is on the front lines of what has grown from a niche subculture into a national pastime. In his New York Times- bestselling Fantasy Life , Berry celebrates every aspect of the fantasy sports world. Brilliant trash talk. Unbelievable trophies. Insane draft day locations. Shake-your-head-in-disbelief punishments. Ingenious attempts at cheating. And surprisingly uplifting stories that remind us why we play these games in the first place. Written with the same award-winning style that has made Berry one of the most popular columnists on ESPN.com, Fantasy Life is a book for both hard-core fantasy players and people who have never played before. Between tales of love and hate, birth and death, tattoos and furry animal costumes, the White House Situation Room and a 126-pound golden pelican, Matthew chronicles his journey from a fourteen-year-old fantasy player to the face of fantasy sports for the largest sports media company in the world. Fantasy will save your life. Fantasy will set you free. And fantasy life is most definitely better than real life. You’ll see.
Penguin 2014-07-01 384 pages

Your Move What Board Games Teach Us about Life

Jonathan Kay,Joan Moriarity
The great board game revolution is here-- What do these games tell us about our society, our relationships, and ourselves? "Games, Jonathan Kay and Joan Moriarity show in this lively and insightful book, are not just fun and games: they allow us to explore the complexities of the world, from evolution to war to climate." - STEVEN PINKER, Johnstone Professor of Psychology, Harvard University, and author of Enlightenment Now: The Case for Reason, Science, Humanism, and Progress "Kay and Moriarity are both skilled writers and elucidators, and their voices are distinct enough to provide the book with a pleasing yin and yang. It's a far more perceptive and intriguing book than it appears at first blush, particularly for those readers who have never thought of games as an artistic medium - at least not one that comments on society." - KIRKUS REVIEWS Board games are among our most ancient and beloved art forms. During the rise of digital media, they fell from prominence for a decade or two but today they are in a new golden age. They're ingeniously designed, beautiful to look at, and exhilarating to play. Games are reclaiming their place in our culture, as entertainment, social activity, and intellectual workout equipment. Alone among all art forms, games require their audience (called "players") to participate. If nobody's playing, there is no game. As a result, games can tell far more about us than our TV shows, movies or music ever could. How does The Game of Life illustrate our changing attitudes about virtue? How does a World War II conflict simulation game explain the shortcomings of a failed novelist? Each chapter of Your Move examines one game, and what it reveals about our culture, history, society, and relationships. The book's two co-authors bring the perspectives of a writer who plays, and a player who writes. Before Jonathan Kay began his distinguished career as an author and commentator, he had a passion for games, and in recent years he has rediscovered them. Meanwhile, Joan Moriarity's career has been spent designing, developing, distributing, art directing, recommending and teaching board games and, recently, writing about them for a wider audience. With its short, punchy essays, and beautiful photographs of the games themselves, every chapter will be a worthwhile read in itself, and the book overall will leave you inspired to discover the truths of your own inner and outer world through play -- whether you're a seasoned veteran or a total newcomer.
Sutherland House Incorporated 2019-09-11 180 pages

Beetlejuice: The Official Coloring Book

Alan Robert
The creator of the best-selling coloring book series The Beauty of Horror , Alan Robert, intricately illustrates the most recognizable and beloved scenes of the ghost with the most from Tim Burton’s renowned 1988 film in Beetlejuice: The Official Coloring Book! The mischievous world of Beetlejuice™ comes to life in Beetlejuice: The Official Coloring Book , ready to be colored! Alan Robert, renowned illustrator of The Beauty of Horror coloring book series, hand-draws rich, detailed illustrations that evoke the haunting spirit of the infamous bio-exorcist as he tempts the Maitlands, terrorizes Lydia Deetz and her family, counters Otho’s over-the-top hijinks, and highlights all the frights and sights revealed in the afterlife. With more than 60 pages of captivating illustrations from the cult classic film, fans can chant Beetlejuice... Beetlejuice... Beetlejuice: The Official Coloring Book to conjure up hours of strange and unusual fun among the recently deceased. 60+ COLORING PAGES: Beetlejuice: The Official Coloring Book is full of more than 60 pages of custom art, full of details ready to color! ICONIC SCENES: Color in Barbara and Adam’s adventures in the underworld, the Maitland’s exorcism, the Deetz’s Day-O dinner party, all of Betelgeuse’s haunting attractions, and more BEWITCHING ILLUSTRATIONS: Tim Burton’s afterlife scenes captured the audience’s imagination upon release in 1988, and now fans can color and explore those unforgettable settings! OFFICIAL COLORING BOOK: Created in collaboration with Warner Bros. COMPLETE YOUR COLLECTION: Complete your horror coloring book collection with It: The Official Coloring Book , Chucky: The Official Coloring Book , and Universal Monsters: The Official Coloring Book, also available
Simon and Schuster 2024-09-03 64 pages

Poker Face A Girlhood Among Gamblers

Katy Lederer
“The intricacies of family and the complexities of the games they play mingle wonderfully here in a memoir quite unlike any other.”—George Plimpton, author of Truman Capote Katy Lederer grew up on the bucolic campus of an exclusive East Coast boarding school where her father taught English, her mother retreated into crosswords and scotch, and her much older siblings played “grown-up” games like gin rummy and chess. But Katy faced much more than the typical trials of childhood. Within the confines of the Lederer household an unlikely transformation was brewing, one that would turn this darkly intellectual and game-happy group into a family of professional gamblers. Poker Face is Katy Lederer’s perceptive account of her family’s lively history. From the long kitchen table where her mother played what seemed an endless game of solitaire, to the seedy New York bars where her brother first learned to play poker, to the glamorous Bellagio casino in Las Vegas, where her sister and brother wager hundreds of thousands of dollars a night at the tables, Lederer takes us on a tragicomic journey through a world where intelligence and deceit are used equally as currency. Not since Mary McCarthy’s Memories of a Catholic Girlhood has a writer cast such a witty and astringently analytic eye on the demands of growing up. An unflinching exploration of trust and betrayal, competition, suspicion, and unconventional familial love, Poker Face is a testament to the human spirit’s inventiveness when faced with unusually difficult odds.
Three River Press 2003 209 pages

Dr Karl's Little Book of Space

Karl Kruszelnicki
Which planet in our solar system has the most moons? Why would Goldilocks prefer to live on Earth instead of Mars? And just how gigantic is a Red Giant?Combining all the best bits about SPACE from Dr Karl's Big , Even Bigger and Biggest Book of Science Stuff and Nonsense , this little book answers all these questions and many more. Filled with facts, quizzes, puzzles and activities, Dr Karl's Little Book of Space provides light-years of astronomical fun!
Pan Macmillan Australia Pty, Limited 2017-06-27 160 pages

Progressions The Art of Jon Foster

Jon Foster
Jon Foster's art is dark, beautiful, and visually overpowering. From his Dark Horse Comics' Star Wars covers to his game industry work on Dungeons & Dragons Third Edition and Alternity, Foster always knows how to move the soul of the viewer. Progressions features a selection of Foster's paintings, sketches, and illustrations and is a must have for anyone who has ever admired art.
Cartouche Press 2002 79 pages

Even More Things That Nobody Knows 501 Further Mysteries of Life, the Universe and Everything

William Hartston
A fascinating exploration of the limits of human knowledge of our planet, its history and culture, and the universe beyond, from the author of The Things that Nobody Knows There are many, many more things that nobody knows. Do animals have a sense of humor? Why do we have five fingers? How long can humans live? What did Jesus do in his youth? Which speech did Lincoln deliver at Gettysburg? Does the appendix have any use? Is there an odd perfect number? In this witty and enlightening follow-up to The Things that Nobody Know s, William Hartston takes us on a guided tour of 501 further gaps in our knowledge of cosmology, mathematics, animal behavior, medical science, music, art, and literature.
Atlantic Books, Limited 2015-11-05 384 pages

God in the Machine Video Games as Spiritual Pursuit

Liel Leibovitz
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed ? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think , but rather to be , a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine . By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.
Templeton Press 2015-05-26 160 pages

Cutting Up Touches A Brief History of Pockets and the People who Pick Them

David Avadon
Show business junkies, magic fans and lovers of the variety arts, put your hands on your wallets and read on. Cutting Up Touches is the first book ever written on the history of exhibition pickpocketing. This specialty act features dynamic performers who deftly steal watches and wallets - even neckties and belts from unsuspecting volunteers. F.D.R., J. Edgar Hoover, Pierce Brosnan and Michael Douglas are some of the many celebrities and political figures who've found their pockets emptied by these light-fingered showmen. David Avadon, one of the smoothest pickpockets in the country, unveils the rich history of this fascinating entertainment from its music hall beginnings to the largest showrooms in the world. He explores the powerful subliminal emotions touched by each act of theatrical theivery. This street crime turned performance art is unique among all entertainments. It is the human-to-human activity which most closely resembles bull fighting. Avadon puts the reader wise to the wires, dips and cannons of the street corner variety then, in elegant prose, limns the masters of stealing on stage: Dr. Giovanni, Borra, Dominique and many, many more. Illustrated with photos, playbills and posters, many published here for the first time.
Squash Pub. 2007 148 pages

Yes-No Puzzles & Games

Dralex,Alexander Tetelbaum
This unique book makes solving problems and puzzles a game and fun. It contains about 100 non-standard puzzles and games, which can be solved by asking an unlimited number of yes/no questions. This new approach how to developing and mastering your critical thinking and problem-solving skills does not require any specific knowledge of science, mathematics, physics, chemistry, etc. Most problems are new and some are inspired by well-known problems, but formulated in a new form. Additionally, the book includes some jokes, visual exercises, funny tests, and over 50 color illustrations that make it enjoyable to read and play games with your friends or with family, during parties, or in class for educational purposes. Thus, the book is the best gift for children and adults. Note that there is one last section with problems suitable only for adults. This book is written in a fashion that is easy to understand. The author is a well-known scientist, inventor, educator, and entrepreneur, who himself has used the technique described in the text to his benefit.
Draft2digital 2024-05-03 206 pages

Dark Inheritance A D20 Modern Campaign

Sam Witt,Wil Upchurch,Aaron Rosenberg
Fear the Future. Terror and wonder grip the world when long forgotten gates to another world are flung open. Hidden from the masses, the Human Genome Project uncovers the secrets of our race. The discovery of the GodGenes blurs the boundaries between science and what can only be called - magic. The genetic heirs to the gods and monsters of legend burst onto the streets of the modern world with the power to shape the future. Locked within their genetic codes are answers to ancient mysteries and new, startling revelations. Destiny has Failed. Explore an ancient world once lost behind eldritch gates, filled with hidden secrets, ancient evils, and potent magics. Choose one of five distinct lineages of primordial power and your style of play! Be members of the secret Black Ops government agency, Project Titan, the ancient and inscrutable Promethean Order, or one of five other exciting Allegiances. Each Allegiance has its own spin on action. All new advanced classes, feats, and supernatural terrors! Complete rules for mystical birthrights and Legacy feats, the powers of the Titans. New relic creation rules designed for GMs to create unique artifacts balanced for characters of any level.
Excelsior Games 2003-04 192 pages