The use of educational games, e-learning and videogames in school education became one of the main objectives of many research centres around the world.
In United States Microsoft, Columbia University and New York University had started a partnership with the Games for learning institute, to conduct different researches on educational games, e-learning and videogames.
In Europe the need for an implementation of new educational tools in school education is the new scientific research’s challenge.
The aim of all these organizations is to conduct differnet researches on the use of games, e-learning and videogames as learning tools, trying to find the perfect implementation of these new digital tools in school education.
Thirty years ago, a Hungarian professor named Erno Rubik invented one of the most famous brain teaser of the world: the Rubik cube. Last February was released the successor of the popular cubic puzzle game: it’s called Rubik 360 and it is a Sphere!
The mythical Rubik Cube became a symbol of the 80s with millions of puzzles sold worldwide (one of the best-selling toy in history) and millions of hardcore players challenging themselves in leagues and tournaments.
One sphere, six balls and only one possible solution make the new Rubik puzzle game quite different from its cubic father.
So The Hungarian architect Erno Rubik tried to tease again millions of people with this apparently innocuous spherical puzzle game, trying to repeat the success of his previous brain teaser.
The Rubik 360 is a sphere within a sphere within a sphere, really simple to play but very difficult to solve.
The object of the game is to get the small coloured balls from within the central sphere into the matching colour holes of the external sphere (it’s easy to say, but less easy to do).
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Old toys and classic games are nowadays part of famous collections.
Trains, planes and cars models, dolls and dollhouses, rocking horses, optical toys, wood construction, and all other kinds of old toys and classic games are collected from nostalgics and amateurs in desperate need for a dip into past amusements.
Today, many old toys and classic games of our great-grandfathers, are considered real artefacts , and are collected by many amateurs willing to preserve our history and traditions.
Old authentic toys (There are a lot of fakes in circulation) can be really expensive; for example the value of a rare small toy made between 1880 and 1940 can cost from £400 to £1500, and there are some unique pieces valued thousands of pounds.
Old Toys and classic games can sometimes be interpreted as a cultural phenomenon, that reflects mores and traditions of a particular historical period.
However some old toys and classic games, seem more fashionable than others, and probably contributed to shape a old but still alive cultural heritage common to many countries and people.
This is true also for old toys and classic games whose origins are lost in history, like dolls, rocking horses and toy soldiers, and for more recent inventions, such as metal cars and trucks models.
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Who is Mr Monopoly and What are the real stories around the Monopoly board game?
Monopoly is considered, the father of all modern board games. Its popularity doesn’t know borders or language barriers and from its firsts years of life, it became the favourite board game of kids and parents.
There are so many stories and incredible facts around Monopoly that would be impossible talk about history of board games without making any reference to these events. Friends playing Monopoly in the most unusual ways and people attempting incredible records.
Here you can find some real stories and incredible facts that surround the Monopoly board game:
The Tafl is an ancient Viking board game and also one of the oldest board games ever invented.
Talfl board game is the Nordic answer to the game of chess, but its board is larger and the high number of odds leads to a high number of variants to be considered at every move; this turns this board game into into a true exercise of skill and strategy.
References to Tafl and other board games abound in many famous Viking Sagas, however some of the rules are still uncertain.
You can find here a modern reconstruction of the rules of this ancient board game.
For sure we know that Tafl was a board game for two players very popular among Viking, Norse, Celtics and other Northern Europe populations, and we also know that the game consists of:
a game board of 19 x 19 ;
24 white pawn pieces
1 white King piece
48 black pieces.
Tafl it’s a strategy board game; a wargame based on attack and defence: like in the game of chess, there are whites and blacks pieces; whites comes with a king while blacks do not. The goal for whites is to liberate their king frome black threat making him arrive at one edge of the board, while for blacks, the aim is to capture the enemy king. With the exception of the king the other pieces are all the equivalent of a pawn in chess and can move how many boxes they want until you meet an obstacle and it is forbidden to move diagonally (like the rook in chess). As regards the positions of the king occupies the middle box and is surrounded by his pawns instead blacks are positioned at the edge of the board. To “eat”, a pawn must close between two pieces while the king must be closed in four pieces.
The first evidence of the existence of this Viking board game is given to us from the discovery of a Roman tomb dated 400 AD in the Danish island of Wimose: inside the tomb, researchers fount a little fragment of the Tafl board. In an English manuscript of the tenth century (more correctly dated to the reign of King Athelstan of Wessex, 925-940) is instead shown a table with the initial layout of all pieces and some brief rules for the game.
The full name of this board game is Hnefatafl which probably means “the king’s board”: The term “Tafl” comes from the Latin “tabula” which stands for board. Read the rest of this entry »
Greek and Roman games are one of the little known aspects of these ancient societies.
In Hellenistic and Roman culture skill games were a recreational activity both for children and adults.
Since prehistoric times is possible to recognize the so-called ancestors of games and toys among the archeological finds and in the works of Hellenic and Romans artists and poets:
We know for sure that in the fifth century BC, Crater, an Athenian playwright, wrote a play dedicated to skill games.
In ancient Rome writer Suetonius wrote two different books one on Greek kids games, and the other on the Romans ones: unfortunately all these works got lost and we know only a few certain things about ancient Greek and Roman skill games.
A lot of references are traceable in the works of philosophers, poets, playwrights who, helped us to understand that in every ancient game there was a deep educational theory to help and support kids development through the use of their skills.
In the ancient Roman world the expression “nuces relinquere” (leave the nuts), meant leaving childhood and becoming adult, because nuts were used by kids to play one of the most popular skill game in ancient Rome . The nuts were used like balls and thrown to to smash other nuts, just like in the modern bowling game.