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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Sunday, October 27, 2024

"Puzzle Me Twice" (Alex Bellos)

TITLE: Puzzle Me Twice: 70 Simple Puzzles (Almost) Everyone Gets Wrong
AUTHOR: Alex Bellos
PUBLISHER: New York, NY, The Experiment, 2024, (224 Pages)
 
This book contains 70 of the author's favourite puzzles. From mathematical calculations to mind-twisters, tricky visuals to logical shapes, each puzzle presents a challenge that more than meets the eye. Each puzzle looks simple. Anyone attempting to solve the puzzle quickly is likely to get it wrong. Those who spend a longer time might err on the side of overthinking the solutions. Whatever it is, the author's intent is to challenge our everyday thinking by hoping that readers will "get the answers wrong to every puzzle" in the book. For example, trying to guess whether a tall teapot contains more tea when full compared to a shorter one can be deceiving. The eyes and the mind can sometimes outplay each other.  Another classic puzzle is the "Loopy Lineup" which challenges our investigative skills that involve memory, mathematics, and methodological deduction. One of the most fascinating puzzles in the book is "Years and Years" which asks us to deduce the age of Betsy. Called the "puzzle that almost everyone gets wrong," it humbles even the most cognitively confident person.  

What is interesting about this book is not just the puzzles but how it teaches us that speed is not everything. Most people who try to solve the puzzles quickly will be in for a surprise. Embedded in between some puzzles are wise words from famous philosophers and thinkers. These sayings point out the way our minds could think. Those who get the puzzle wrong can be encouraged that they are not alone. After all, these puzzles are carefully selected because they have stumped many people before. The first time we read the puzzles in this book, we will be fascinated by how wrong we are. The second time we do, we will be wiser. Most likely, we will take the puzzles and share them with others.

Overall, this book is entertaining and fun. The simple puzzles mean we can use them at any social event without much props or preparation. If this book can help us to be a little bit humbler, it would have been worth the price of the book. This book promises to be a load of fun at family or social gatherings.

Alex Bellos holds a degree in mathematics and philosophy from Oxford University. His bestselling books Here’s Looking at Euclid and The Grapes of Math have been translated into more than 20 languages and were both shortlisted for the Royal Society Science Book prize. His puzzle books include Can You Solve My Problems?, Puzzle Ninja,Perilous Problems for Puzzle Lovers, and The Language Lover’s Puzzle Book, and he is also the coauthor of the coloring books Patterns of the Universe and Visions of the Universe. He has launched an elliptical pool table, LOOP. He writes a popular-math blog and a puzzle blog for the Guardian, and he won the Association of British Science Writers award for best science blog in 2016. He lives in London.

Rating: 4 stars out of 5.

conrade

This book has been provided courtesy of The Experiment via NetGalley without requiring a positive review. All opinions offered above are mine unless otherwise stated or implied.

Wednesday, February 6, 2013

"Of God and Games" (Kevin Schut)

TITLE: Of Games and God: A Christian Exploration of Video Games
AUTHOR: Kevin Schut
PUBLISHER: Grand Rapids, MI: Brazos Press, 2012, (225 pages).

How do we think Christianly about gaming? Is there a "balanced approach" to computer and video games? How do we make sense of video games? Is the purpose just an escape from life? How true is it that violent games are psychologically harmful? How real is the threat of addiction? Should Christians avoid playing games because of occultic or controversial themes they present? If so, what are the guidelines for what can be played and what cannot be played? How do we think critically and constructively from a Christian perspective on electronic games? These questions and many more are meticulously covered and passionately considered by a Professor of media and communications at Trinity Western University. As a gamer-enthusiast himself, Schut covers a lot of ground with regards to the range and the depth of understanding of how games work, why gamers play, and what it means for Christians.

For Schut, gaming is a legitimate form of play, a leisure that human beings need as part of life. With Sabbath keeping, and work, play is a way to help us be healthy people emotionally and mentally. He helps readers to see that games and gamers themselves have been more misunderstood and misrepresented. For instance, most people do not know how to read video games, so Schut goes into some detail on how to understand the purpose of video games, what role the medium plays, and what messages are they communicating. There are games that are simply aim-shoot-conquer, while others enable gamers to tell a story, form a narrative, or to cultivate a whole new gaming experience through innovative play and creativity. Called "alternate realities," games work differently from what we see from day to day. "Angry Birds" is that eternal struggle between birds and pigs. "Tetris" challenges gamers to be quick with their senses and strategic in their playing. "Age of Mythology" may adopt religious figures from the Ancient Near East, but they represent a kind of modern spirituality, using old worlds to represent new media. Other games such as "Farmville," "Super Mario," "Mindcraft," "League of Legends," and "Street Fighter," are interactive and engaging.  More importantly, it frees gamers to do things online, what they often are forbidden to express offline. The trouble is how do we distinguish and keep them separate in the light of some research that appears to support a direct link between violent games and actual violence.

Schut prefers to take the non-committal stance. In a work that is more descriptive than prescriptive, the overall flow of the book urges readers to be more open with regards to critiquing video games in general. For every accusation of addictions, there is a corresponding argument about how legitimate that accusation is. For every remark that the game is an escapist's tool, there is a counter of "why-not," "what's wrong," and "is there any conclusive proof?"

Before one can understand the gamer, one needs to learn to read games. The strengths of this book are summarized as follows.
  1. It invites skeptics and opponents of video gaming to reconsider their stance, to question their sources, and to look at games from a fair angle.
  2. It educates readers on the purpose, the types of games, and the legitimacy of game playing.
  3. It asks tough and honest questions that many Christians have often not gone beyond simply saying games are good or bad.
  4. It probes into the religious domain and makes a case for games that may look religious on the outside, but on the inside, they are not exactly that religious.
  5. It calms people's nerves by saying that the more we understand games, the less we will resist it. 
  6. It raises good questions for us to think more intelligently and more fairly as Christians.
  7. It shows us how to be well-minded Christians by learning how to critique well and fair, ask reasonable questions, and distinguish virtual reality from real world situations.
  8. It points out pros and cons in a manner that readers can learn.
The strengths outweigh the weaknesses of non-committal answers. After all, teaching professors ought to cultivate critical thinking rather than dishing out pet answers. Schut has done this very well. Games cannot be easily classified into "Christian" or "non-Christian" categories. In fact, I will argue that such a notion of "Christian gaming" is itself misleading. What is "Christian?" What is the purpose of sticking in a "Christian" label and sanitize it from real life? Maybe, better than just the label, is the effort to engage people where they are and who they are. There is a place for escape. There is a place to relax and forget about life. There is also a place in which one can just hang loose, be free, and enjoy the liberty of safe online play, without the threats of control and suppression. God has created us to be free people. We are indeed free to play. It is only in love that we play, and only in love that we choose not to play. Such a journey toward knowing how to play, what to play, who to play with, and the contexts of our play, will be a constantly evolving part of us. Do not dismiss games outright without understanding what it all means. Do not criticize just on the basis of some partial research or inconclusive news. Truth is to be earnestly sought after. Do not curtail the pursuit of truth, by clamping down on things that reflect more of our personal preferences. Instead, adopt Paul's guideline.

“Everything is permissible for me”—but not everything is beneficial. “Everything is permissible for me”—but I will not be mastered by anything. (1 Corinthians 6:12)
Those who have played the games described in this book will be most intrigued by the thoughts of Professor Schut. Those who do not know the games will find it harder to grasp what the author is trying to say. This rare book is worth reading for anyone desiring to understand a little more of what games is about, and how to connect better with gamers. Perhaps, by that, we can understand more of what the younger generation in society are doing. With understanding comes maturity of thought. With maturity of thought comes greater and more meaningful acts of love. Is that not what loving our neighbours and our gamers all about? Maybe, the uninitiated reader may want to try out some of these games themselves?

Rating: 4.75 stars of 5.

conrade

This book is provided to me free by Brazos Press and NetGalley without any obligation for a positive review. All opinions offered above are mine unless otherwise stated or implied.

Tuesday, September 20, 2011

Book Review: "Reality is Broken"

TITLE: Reality Is Broken: Why Games Make Us Better and How They Can Change the World

AUTHOR: Jane McGonigal
PUBLISHER: New York, NY: Penguin Press, 2011.

We have all heard of the common saying that computer games are generally not as good and as beneficial when compared to traditional sports. Parents worry over the countless number of hours their kids spend on the computer playing games. Psychologists warn of addiction. Yet, this book uniquely bucks the trend. According to Jane McGonigal, games are actually good for you. Not only that, it helps fix a world where reality is broken.

The basic premise of the book is that gamers in general find fulfilment in computer games simply because they recognize how broken the real world is. In games, they can achieve their highest potential. They can simulate models to solve the world's most pressing problems. They can collaborate with other gamers and build an online community that is real. Contrary to many accusations that games are escapist mechanisms, the author bravely turns the critiques of games on its head, by advocating that games have positive effect on fighting social problems. She describes her vision as follows: