We have to draw a line somewhere, and we can argue internally endlessly
without getting much resolution. So a useful technique is to try really
hard to reference some external standards.
1. What about guides to games that are not video or
computer games?
These can include guides on how to play chess and go (which we already
have), bridge, whist, etc.. together with suitable strategies;
conceivably this may also include more modern games such as risk or
monopoly or cluedo. To my mind, guides on well-known intellectual games
such as these have educational value and are worth keeping, but your
comments would be welcome.
My question would be whether or not there exist classes at accredited
institutions on the subject which use something similar _as a textbook_.
Notice how this works: first, we can be quite broad in what constitutes
a textbook, for example at my sister's cooking school, they use a
cookbook for a textbook, no question.
But in virtually every university, there are classes on Shakespeare
which use Hamlet as material, but not as _textbook_ per se.
I am unaware of any course at any accredited institution which teaches
risk or monopoly or clue. Chess and go, probably, but I actually don't
know. Doom? No.
2. Your comments included a direct reference to
wikibooks having
textbooks suitable for "elementary school, high school, or college
courses" (and I'm not sure what age groups you meant by "college" as
it
seems to mean different things in the US from what it means in the UK).
I trust this list was not meant to be exhaustive and that you would
agree that textbooks related to professional learning (eg accountancy),
adult learning (eg cookery) and (if not covered by "college") university
learning are suitable for wikibooks.
Yes! I think we should be quite broad about it. The key point is that
there have to be some kind of courses offered by some kind of serious
institution of learning.
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