Wednesday, September 28, 2011

Kids Need Child-Driven Playtime by The Kid's Doctor Staff


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by The Kid's Doctor Staff

Remember playing outside with your friends after school and on the weekends?  These days you’re more likely to find a child in the house on the computer, or at a scheduled sports event. Research suggests that the lack of adult-free outdoor playtime may have serious consequences for a child’s development and mental health.

There was a time, not too long ago, that parents encouraged their kids to get out of the house and “go play.” Today, many parents are so involved in their children’s lives that kids are not being allowed the freedom to have unsupervised play.

So what’s keeping kids indoors? Experts say many parents are afraid. They worry that their child might be abducted, hit by a car or bullied.  All this involvement is not easy on parents either. Many feel as if they are running on a treadmill trying to keep with all the activities that are scheduled. There is also a concern that their child may fall behind some arbitrary line that points toward success.  There is considerable pressure on families to participate in this hurried lifestyle. Free child-driven play known to benefit children is decreased, and the downtime that allows parents and children some of the most productive time for interaction is at a premium when schedules become highly packed with adult-supervised or adult-driven activities.

“Into the 1950s, children were free to play a good part of their childhood. If you stayed in your house around your mom, she’d say ‘go out and play.’ The natural place for a kid was outside,” said Peter Gray, a research professor of psychology at Boston College.

“Today, it’s quite the opposite. Parents are not allowing kids the freedom to play. And even if they do, there are no other kids out there to play with, or the mother may have such restrictions on the child, such as ‘you can’t go out of the yard’ that the kids don’t want to stay out there,” added Gray.

The importance of play:

When children are allowed to play, several things start happening. They make-up games – using their creativity skills, negotiate rules – using their personal interaction skills, and solve problems on their own- using critical thinking skills.

Theses are all attributes that can serve them well as they grow older.

Through free play, “they are acquiring the basic competencies we ultimately need to become adults,” said Gray, author of two studies published recently in the American Journal of Play.

Research has also shown that today’s highly supervised children are more likely to experience anxiety, depression, feelings of helplessness and narcissism, all of which coincides with a decrease in play and more monitoring and managing of children’s activities by parents.

Peter LaFreniere, a professor of developmental psychology at the University of Maine, writes in a separate article, that boys – in particular – need some rough and tumble play to help teach them how to control their emotions. Boys learn that if they want to keep their friend, they can’t let things go too far or truly hurt the other child — a skill that helps boys grow into men who keep aggression and anger in check, LaFreniere said.

“It’s better to make the mistakes when you’re 4,” he said. “Children learn there are consequences to their actions; they learn to regulate the aggression even in the heat of the moment.”

There are certain circumstances in which children should probably not play outside unsupervised. High crime areas are not safe for children to be in without the watchful eyes of a parent.

It would be wrong to assume that the current trends are a problem for all children; some excel with a highly driven schedule. Because we need skilled young people to be well prepared to be tomorrow’s leaders, we must recognize the advantages to the increased exposures and enriched academics some of our children are receiving. In fact, many of our children, particularly those in poverty, should receive more enrichment activities. But even children who are benefiting from this enrichment still need some free unscheduled time for creative growth, self-reflection, and decompression and would profit from the unique developmental benefits of child-driven play.

There has been a significant increase in studies; discussions and articles on the positive affects of child-driven playtime, but a decrease in the amount of time kids are actually playing.

One survey Gray cited asked a nationally representative sample of parents to keep track of their kids’ activities on a randomly selected day in 1981 and another in 1997. The researchers found that 6- to 8-year olds of 1997 played about 25 percent less than that age group in 1981.

Another study from about a decade ago asked 830 U.S. mothers to compare their children’s play with their own play when they were kids. While about 70 percent of the mothers reported playing outdoors daily as children, just 31 percent said their own kids did. Mothers also said when their kids played outside; they stayed outside for less time. If anything, that trend has accelerated in the ensuing decade, Gray said.

Hara Estroff Marano, author of “A Nation of Wimps: The High Cost of Invasive Parenting.” offers a rather harsh assessment of today’s parents. “The home of the brave has given way to the home of the fearful, the entitled, the risk averse, and the narcissistic,” Marano said. “Today’s young, at least in the middle class and upper class, are psychologically fragile,” Marano said in an interview published in the journal.

Marano believes that parent’s dominated by fear, are raising children unable to cope with life’s ups and downs because they have no experience doing so.

The American Academy of Pediatrics also promotes the benefits of child-driven playtime. While academics and social–enrichment programs are important; play is a cherished part of childhood that offers not only fun and relaxation for children, but great developmental benefits as well.
Related Posts on www.kidsdr.com

    * Parent–Child Interaction May Increase IQ – Promote Less Violence In Adulthood.
    * Parental Stress May Affect Child’s Health
    * The Classroom and Children’s Mental Health
    * Self-Control May Lead to Future Success
    * HGH May Benefit Kids with Cystic Fibrosis 

Wednesday, September 14, 2011

Tsuro: The Game of the Path Is the Game for You

Tsuro game contents
Overview: Tsuro is a game that’s been around for a while but I hadn’t gotten to actually play it until a couple weekends ago at PAX. Formerly published by WizKids, it’s now published by Calliope Games (founded by some of the original WizKids folks). It’s a simple, beautiful, elegant game about making paths and trying to stay on the board.
Tsuro box 
Players: 2 to 8 (yes, 8!)
Ages: 8 and up (though younger kids could certainly play)
Playing Time: 15 to 20 minutes
Retail: $29.99
Rating: Superb. Tsuro excels on several fronts: the pieces are gorgeous, the game is easy to learn but allows for deeper strategy, and is a great option for gamers and non-gamers alike.
Who Will Like It? Just about everyone. I don’t say this for most games, because there are a lot of games that some people love and others hate. While I’m sure there are some players who won’t like Tsuro, I can see that this one will have very broad appeal — it’s not the only game I’ll want to play, but it’s one that very few people will turn down.

Tsuro tiles
35 unique path tiles, and 1 Dragon tile.
Theme:The board has an Asian theme, with a phoenix on the board background and little dragons engraved on the pawns. There are Chinese characters throughout that say tong lu (roughly, “access” or “through road”) as well as a “East West South North” in one corner and “Wind Fire Water Earth” in another. All of this, combined with the simple rules and elegant gameplay, give the game a very peaceful zen-like feel, despite what can sometimes be very cutthroat play. There’s even a translucent piece of paper with a bamboo brush painting on it included in the box — entirely unnecessary to the game but adding to the flavor of the whole thing.
Tsuro pawns
Stone-like pawns.
Components:
The game includes the board, 8 plastic pawns, 35 path tiles, and 1 dragon tile. Everything is very nice quality: the tiles are sturdy cardboard with rounded corners, and the paths look a bit like rope laid on dirt or stone. The artwork and the stone-shaped pawns give the game an earthy feel even though it’s really just glossy cardboard and plastic. While the board is really just a simple 6 x 6 grid, it’s one of the most gorgeous boards you’ll have in your collection. Tsuro game in progress: Tan, Blue, and Yellow are on a collision course.
Tsuro game in progressGameplay:
The tiles are shuffled face down and each player takes three to form their hand. Each player in turn picks a starting spot along the edge of the board. (Each of the squares has two paths per edge.) Then, everyone takes turn playing tiles. The tile you place must extend your own path — you cannot place a tile somewhere else on the board — and then you move your pawn along the path until it ends. If you get routed back to the edge of the board, you are eliminated from the game.
After playing a tile, you draw a new tile. The dragon tile basically is a stand-in: if you need to draw but there are none left, you take the dragon tile. As players are eliminated and their tiles are put back in the draw pile, the player with the dragon tile draws first. It’s a simple solution but the rules for that particular item can be confusing.
When more than one player borders the same empty space, then whoever plays a tile there not only extends their own path but also changes the course of the other players as well. The goal is to be the last player still on the board.
Conclusion:
Tsuro is a cinch to teach, but makes for fascinating play. Younger players will simply try to find a tile that doesn’t bump themselves off the board right away, but more experienced players can look for ways to plan ahead, finding routes that will give them access to more space on the board. Ray Wehrs of Calliope Games explained that it really works out to a territorial game — you need to have space to play tiles, or a way to get to more space.
It can be really interesting trying to stay right near other players, because then you can affect the direction they go … but then they can redirect you as well. I also love the fact that the game works from 2 to 8 players. The more players you have, the sooner everyone starts running into each other. You can be fiercely competitive or try to play nice, depending on the gaming group you’re with, but eventually people are going to get run off the board.
Tsuro has been a real crowd-pleaser. I took a pile of games to try out at a recent game night, and after introducing this one we ended up playing it three times. It’s great because it can accommodate a wide number of players and it’s a quick game that you can set up and teach in just a few minutes. It won’t satisfy players wanting a long, heavy-strategy game, but even in those cases it makes for a great appetizer.
Wired: Gorgeous components, elegant gameplay, goes up to 8 players.
Tired: Makes a great snack but not a full meal for hardcore gamers.
Disclosure: GeekDad received a review copy of this game.

Jonathan Liu is a stay-at-home dad, Etch-a-Sketch artist, community agitator, board game geek, and a voracious reader.
Follow @jonathanhliu on Twitter.

Friday, September 9, 2011

Store Owners Increase Awareness of Designer Board Games
12 Games Will Be Given Away to Lucky Participants

Summerville, SC - September 9, 2011                       





www.herebebooks.com

Here Be Books & Games in Summerville today announced their intention to educate the community about modern designer board games. They’re called Designer Games for acknowledging the name of the game designer on the cover, like the author of a book.

Thousands of new Designer Games are published every year in the United States and Europe, but few Americans are even aware that they exist. To increase awareness, the store owners, Tina & Tim McDuffie of Goose Creek, will teach visitors to the store a different award-winning Designer Game each week until the end of 2011.

Games to be featured in these weekly events include award-winning: Tsuro, Got 'Em, Dixit Odyssey, Thunderstone, Ticket to Ride, Pirate Fluxx, Carcassonne, The Settlers of Catan, Telestrations, Forbidden Island, Zombies!!!, Quiddler, SET and SET Cubed, and a variety of children's games by HABA.

The Game of the Week will be set up on a table in the front of the store so visitors can watch a demo, learn how to play, or even sit down and actually play the game. Tournaments will be held during the store’s monthly Game Nights on October 1, November 5 and December 3. To encourage participation, the McDuffies will be giving away one game a week to a lucky participant of each week's gaming lessons.

About Designer Games
Designer Games have a definite theme: a lot of attention is paid to the artwork and other components, which are more often made of wood than plastic.  The games tend to emphasize player interaction or cooperation so players are engaged all the time rather than just waiting for their turn. 
In a Designer Game, players are rarely eliminated and any randomness or luck from dice rolls or card draws, are mitigated by having the player decide what to do after a random event happens, rather than before. Players can make more interesting decisions, utilizing strategy and tactics, usually involving competition over resources or points. There are often multiple paths to victory. Designer Games have been created for all age groups, with a variety of playing times, and supporting different numbers of players. The themes run the gamut.

About Here Be Books & Games
Tina & Tim McDuffie are the sole traders of Designer Games in Summerville, SC. Their book and game store, Here Be Books & Games, at 4650 Ladson Road, Suite I is open Tuesday thru Saturday from 10 a.m. to 6 p.m. Founded in 2005, the store has been hosting monthly Game Nights since 2007. 

Contact: Tina McDuffie | (843) 695-1498 | 4650 Ladson Road, Suite I | Summerville, SC 29485-8535

Wednesday, August 31, 2011

PAX Prime 2011 Through a Boardgamer’s Eyes

 
By Jonathan Liu Email Author  |  August 31, 2011  |  Categories: Board Games, Electronic Geek, Places

This past weekend, several of the GeekDad contingent traveled to Seattle for PAX Prime 2011, a weekend of videogames, tabletop games, geeky panels, and celebrity sightings. Here’s a quick run-down of my weekend, with plenty of visual aids.
Escalators
The crowds waiting to enter PAX on Friday morning.
I’ll tell you right up front that I’m much more of a tabletop gamer (board games, card games, and so on) than a video gamer, so I focused mostly on what’s on the periphery at PAX. The video games and PC games get top billing, but that means that the tabletop folks have a little more time to chat, which is great for me. This post will give you my brief impressions of things I saw and played this weekend, with more in-depth reviews to come!
Thursday evening Dave Banks and I met up in the hotel lobby and played a few games to kick off the weekend: Battleship Galaxies, Flash Point: Fire Rescue, and Catacombs. I would have loved to play more, but we both needed to get some sleep in preparation for the weekend.
My first stop on Friday was with Ray Wehrs of Calliope Games. I’d heard about their upcoming game Ugh! from John Kovalic, who did the artwork, so I knew it was something I wanted to check out. Wehrs told me a little bit more about the history of Calliope Games and where they’re coming from. They have a cool story and are definitely worth checking out, especially if you’re a boardgamer who has kids. So far they’ve just got four games in their line-up, but they are all kid-friendly and non-gamer-friendly, while still offering something for people who really like games.
Ugh from Calliope Games
Ugh from Calliope Games (artwork by John Kovalic!)
Dave Banks and I sat down to try Ugh! and were both impressed. Here’s the basic gist: you’re collecting sets of three: a caveman, a pet, and a house (the orange, purple, and green cards). Your score for each set is the product of the three numbers, so getting higher numbers can increase your score significantly. However, until you lock in a set, you’re in danger of losing it to other players or to various “Ugh” cards that turn up in the deck. It’s a press-your-luck game with hilarious drawings by Kovalic and simple enough mechanics that you could teach it to younger kids, even if they can’t do the multiplication themselves.
Tsuro from Calliope Games
Tsuro from Calliope Games
Next up was Tsuro. This has actually been around for a while (I know because I’ve had it on my “maybe” list), but now it’s being distributed by Calliope Games. It’s a little bit like Carcassonne with just roads. Each edge has two paths leading to it, and your goal is to play tiles so that you stay on the board the longest. Everyone chooses a starting space on the edge of the board, and then you play a tile to extend your path. You must move along the path until the end — if you’re off the board, you’re out of the game. It’s a gorgeous looking game with very simple rules and a very zen-like feel to it, and you can play up to 8 players. (For the curious, this is one of the two games Curtis Silver beat us at.)
Got 'Em! from Calliope Games
Got 'Em! from Calliope Games
Last on Calliope’s list for PAX was Got ‘Em!, a game about boxing in your opponents. Players start near the center (on the white dots) and then everyone gets a few cards. On your turn, you play a card, which allows you to place a wall on a specific colored square, and then move from one to three spaces. Some cards let you play a wall on any color square, some allow you to remove walls, and some even allow you to walk through walls. If you get boxed in, you’re eliminated. The reverse side of the board doesn’t have any colors, and it’s a more pure strategy game: play a wall, move a space. It’s a pretty simple idea, but Dave and I both enjoyed this one, too.
Keep reading for more!
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Jonathan Liu is a stay-at-home dad, Etch-a-Sketch artist, community agitator, board game geek, and a voracious reader.
Follow @jonathanhliu on Twitter.

The Secret Life of an American Geek Mom: Calliope Games: Not Your Average Game Company

Like my motto states, I'm a Mommy by Day...Gamer by Night! (Well, at least when my son goes to bed on time.  We have been struggling with bedtime lately, but that's a subject for another post.)

So, what does that mean for my game closet?  What it means is that I have a new view of the games we buy.  When I look over a new game, I am not only looking for a fun game that's innovative and elegant, but a game that is also easy to set up, quick to play (around 30 minutes), and plays well with 2 players.  As my son grows, I am also beginning to look for games that he can play along with us.

As all parents know, there is a precious amount of time for families to spend together and even less for mommy and daddy to be alone and relax.  Usually it is that tiny little window between the kids' bedtime and mom and dad collapsing on the couch.  I have found that this is anywhere between 2-3 hours, and it still includes tidying up after the kids are asleep.  That is not a very large window to pull out a game and play. But hope is not lost!

A new company has surfaced with parents and families in mind.  At Gen Con this year I had the opportunity to talk with Ray Wehrs, president of Calliope Games.  Their mission is to provide games that get kids and parents together for face-to-face entertainment.  To do this, their games play in under 60 minutes, support 2 or more players, are easy to learn, and work well with a wide range of ages.  And here's the best part.  They make games that are fun for both adults and kids to play together!  It's not a case of parents needing to dumb down the rules or for kids to feel frustrated that they can't play and win.  These games are designed for both kids and adult to feel challenged and motivated to improve their strategies.

A great example of this philosophy can be seen in their first game, Tsuro: The Game of the Path.  Some of you may be familiar with this fun tile laying game.  The rules are simple: Place a tile and follow the path.  The last person left on the board wins!  The challenge is to keep your stone away from danger and to send the other stones on a path to the edge.  It sounds easier than it is, and for those who like puzzles and mazes, this is a great game.

Ray showed me three other games that are hitting your local game store shelves with the same great mission: Fun for Everyone!


Double Double Dominoes is a new approach to traditional dominoes.  More like a combination of dominoes and scrabble.  Players score points by matching their dominoes to spaces on the board.  Probably the most challenging of Calliope's games, this is a great one for older kids and for mom and dad to play together over dessert.  A 5-6 player expansion is in the works as well and can be expected to hit stores in 2012. 




Got 'Em! turned out to be an addictively fun game for me.  Again the rules are simple.  You try to wall in your opponent while keeping your own pawn out of harms way.  There are two modes to the game offering slightly different levels of luck vs. strategy.







In Brainy Got 'Em, players are forced to use what? Their brains of course! And corner their opponents by outsmarting them.  On your turn you place a wall and move your pawn 1 plus the number of walls that surround you.  Simple, right!



Your other option is to play Bright Got 'Em.  In this version, cards are used to determine your movement and wall placement.  Each card tells you what color square you may place a wall on and the number of spaces you may move.  There are even some cards that allow you to remove walls and improve your escape.  This version is slightly more luck based since you will be relying on the cards to determine where you may place walls and move.  Both modes are great fun and don't be surprised if you get beat by your kids!




The final game that Ray showed me was the most animated of them all.  For those of you who love Munchkin and the art of John Kovalic, this game will make you giggle with delight.  Ugh! is a push your luck card game set in the Stone Age.  You each play as a cavemen collecting cards that represent your jobs, pets, and homes, but be careful for the dreaded Ugh! cards (which is exactly what you will say when you draw one!)  Everyone takes turns drawing up to 3 cards and scoring sets.  The player with the most points when the deck runs out wins!




To here our interview with Ray from Gen Con
Click Here!







So as you begin thinking about family gatherings this fall, consider picking up some o these great titles from Calliope Games at your Friendly Professional Games Store.  Give them a try!  You won't be disappointed.

Tuesday, August 30, 2011

Inside Calliope Games



We read a lot about games in a typical week. A lot. No, more than that. I mean a lot. We know we're onto something deserving of more investigation when we read about someone that has a slightly different take on the gaming world than most of the 'competition'. When we read about Calliope Games we were intrigued. Calliope Games is fronted by Ray Wehrs, with a design team headed up by Jordan Weissman and Seth Johnson. The team was on hand at Gen Con to give us a tour of their booth, and the four games they had on display.
What makes Calliope Games just that little bit different is that they pay a lot more than lip service to the idea of the 'family' game (whatever that might be. Go ahead, it's tougher to define than you might think.) As Ray explained, 'We really believe in bringing family and friends together across the tabletop. All our games can be played in less than an hour, making them ideal to play in that space between the evening meal and bedtime. All our games are playable for anywhere from 2-6 players, so nobody has to sit out, and you're not going to be unable to play because you can't find a fourth person.'
Key to the company philosophy is an approach to 'family' games that runs contrary to the idea that 'family' equals 'kids'. 'We don't want to make games where Mom and Dad have to take a step backwards to play, and are quickly bored, or have to deliberately play badly to give the kids a chance' Ray says. 'Our games are designed to encourage the kids to step up and improve their skills and take on their parents as gaming equals.'
These are all lofty ideals, and words come cheap, but one of the most impressive aspects of their offerings was that, despite the four games all being worlds apart from each other, both mechanically and thematically, they all managed to deliver on those overarching goals of streamlined gameplay, straightforward yet strategic rules sets, and a manageable timescale.
TsuroWe began with Tsuro, the 'game of the path'. That might sound like the cue for a Japanese martial arts adventure, leading to broken bones and self-fulfilment, but it is in fact much closer to what it literally sounds like. It's a tile-laying game, in which players extend and complicate their path, while trying to ensure that their opponents have no choice but to leave the path. The last one left on the path wins. While we were trying the game, one of the spectators asked, 'So presumably there's a points system for, like, how many tiles you got through before you fell out?' The emphatic 'no' was revealing. Sure, it's possible to add things like that to your own gaming sessions, running a series of paths, with an overall points score to determine the victor. That isn't the Calliope Games way, however. 'If you explain that to kids, of course they'll understand it, but if you make the rules really clean - stay on the path, last one standing wins - they really get it, and can go about the business of enjoying the challenge with a minimal rules set to get in the way or offer 'degrees' of victory.
Ugh!Next up was Ugh!, which is the story of a caveman, with illustrations by John Kovalic of Munchkin fame. Of the four games, this is probably the one that would appeal to the younger age range of children, with three suits of cards representing your monolithic jobs, pets, and homes. Mixing things up are the 'Ugh!' cards, presumably because that's the sound you make when you get hit by one. The whole thing is done and dusted in 20 minutes or so, and that's a timing that parents can rely on, since when the deck's finished, it's game over. Ideal post-evening meal fare then.
Of the four games, Double Double Dominoes was probably the least exciting, both thematically and presentationally. Double Double Dominoes is, essentially, Dominoes meets Scrabble. The awkwardness is that Scrabble players like to play with letters, not letter substitutes, while a good game of dominoes isn't necessarily improved by having to play round the confines of a board. When Dominoes meets Scrabble, should they really hook up and play nice together? We're not so sure they should. That said, this one probably has more depth to it than either Tsuro or Ugh!, so with more time it might have grown on us. Still, we're not convinced.
Got EmWe've saved the best for last, in the form of Got 'em! Played out on a raised platform grid (in a similar way to the excellentQuoridor, players attempt to trap their opponents. Cards tell you where you can place your walls, and how far you're allowed to move. Certain special cards allow you to remove walls, or even walk through them. This game seemed to bring the wholeCalliope Games philosophy into focus. It's colorful, not dull. The rules are simple - box them in, don't get boxed in yourself. It won't take 4 hours to play, nor half an hour to setup. It doesn't make too many concessions to younger minds, but instead encourages them to get better with each game, and to try out new strategies. Most of all, for the children who take to the game, there's lots of depth waiting for them to explore. And when they have, Mom and Dad had best beware...
One of the advantages of being a small company is the ability to develop products that make a clear statement about who you are, what you're about, and the ability to talk directly to a specific audience. That's something that the giants of the industry find hard to do, because they are always marketing right across the genres and age ranges. For companies like Calliope Games, it's an opportunity to deliver quality products to a very specific corner of the market. As we left the booth, one thing stuck in our minds. Whether it's forcing your opponent off the board in Tsuro, giving them a kick in the teeth with the Ugh! cards, or boxing them into a corner in Get 'em!, there's the chance for exactly the kind of calculated (fun) meanness that kids just love. And, let's be honest, that grownups love too.