Only a Game

Author: Bill Littlefield

Publisher: U of Nebraska Press

ISBN: 0803215843

Category: Sports & Recreation

Page: 158

View: 890


From baseball Hall of Famer Kirby Puckett's untimely death, to pickup soccer games among misfit high-schoolers, to the most obscure nicknames and unusual mascots in college sports, this book collects memorable commentaries from Littlefield's popular NPR sports talk show, as well as many essays.

Only A Game After All

Author: Susan Katrinka Butler

Publisher: Strategic Book Publishing & Rights Agency

ISBN: 1681815281

Category:

Page: 854

View: 7509


Sarah Franklin needs to get her brain cells aligned. Not because of some broken love affair, though that would have been fun if she could remember such a thing. Sarah has just woken up from a coma, and the young woman is convinced she’s still in high school. Bill Petrov is a professor of physics at her new school. No way was he looking for a lover, but he is smitten with Sarah the first day of school. He knows better than to be attracted to a high school student, yet there’s something different about her. She reacts differently than other students, is totally serious, and absorbs everything in class. When they talk, she teases Bill, offering innuendo or suggestions that totally take him off guard. Analyzing their conversations later, he realizes her words are out of sync with today’s teenage lingo and are more like those of a colleague than a student. The paradox only increases his fascination with her. He looks forward to seeing Sarah every day, exchanging a smile, or wondering what she’ll say next to unnerve him. Sarah is totally unprepared for the onset of her feelings toward her teacher, yet she still looks forward to her physics class without any understanding of why it makes her so happy. Will Sarah remember her past, and what will happen when … if she does?

It's Just a Game

Author: Darrell J. Burnett

Publisher: iUniverse

ISBN: 0595163645

Category: Sports & Recreation

Page: 132

View: 7283


In place of a 3rd printing of his original book, Youth, Sports, & Self-Esteem: A Guide for Parents, Dr. Darrell Burnett, a published authority on parenting, decided to revise his popular book, adding some sportsmanship checklists, and changing the title to It's Just a Game! to reflect the importance of keeping youth sports in the proper perspective. While discussing the psychology of youth sports, Dr. Burnett not only points out how sports can strengthen a child's self-esteem, he offers specific practical positive parenting guidelines to help make it happen. Topics include: •The four cornerstones of self-esteem •12 guidelines for promoting children's self-esteem through youth sports •Case examples, photos, cartoons, references •Skill, behavior, and sportsmanship checklists •A Parent Attitude & Behavior Checklist for youth sports •A list of 86 Ways To Say "Very Good!" The book's theme is straightforward: kids have enough pressure in life, and youth sports should not add to it. Youth sports can and should promote self-esteem, offering every youngster an opportunity to enjoy the simple fun of participating in sports, while learning skills, feeling good, and building positive childhood memories. Dr. Burnett's book gives parents a blueprint for building those memories.

When It Was Just a Game

Author: Harvey Frommer

Publisher: Rowman & Littlefield

ISBN: 1589799216

Category: Sports & Recreation

Page: 252

View: 5108


Written by acclaimed sports author and oral historian Harvey Frommer and with an introduction by pro football Hall of Famer Frank Gifford, When It Was Just a Game tells the fascinating story of the ground-breaking AFL–NFL World Championship Football game played on January 15, 1967: Packers vs. Chiefs. Filled with new insights, containing commentary from the recently discovered unpublished memoir of Kansas City Chiefs coach Hank Stram, and featuring oral history from many who were at the game—media, players, coaches, fans—the book presents back story and front story in the words of those who lived it and saw it go on to become the Super Bowl, the greatest sports attraction the world has ever known. Archival photographs and drawings help bring the event to life.

More than a game

Author: Barry Atkins

Publisher: Manchester University Press

ISBN: 1847795587

Category: Literary Criticism

Page: 176

View: 8070


This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.

The Game Design Reader

Author: Katie Salen Tekinbas,Eric Zimmerman

Publisher: MIT Press

ISBN: 0262195364

Category: Computers

Page: 955

View: 3736


Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Plato's Invisible Cities

Author: Adi Ophir

Publisher: Routledge

ISBN: 1134959745

Category: History

Page: 224

View: 3660


This book offers an original and detailed reading of Plato's Republic, one of the most influential philosophical works in the emergence of Western philosophy. The author discusses the Republic in terms of discursive events and political acts. Plato's act is placed in the context of a politico-discursive crisis in Athens at the end of the fifth and the beginning of the fourth century B.C that gave rise to the dialogue's primary question, that of justice. The originality of Dr. Ophir lies in the way he reconstructs the Republic's different spatial settings - utopian, mythical, dramatic and discursive - using them as the main thread of his interpretation. Against the background of Plato's critique of the organisation of civic-space in the Greek polis, the author relates the spatial settings in the Plato text to each other. This provides a basis for a re-examination of the relationship between philosophy and politics, which Plato's work advocates, and which it actually enacted.

The Game Audio Strategy Guide

Author: Gina Zdanowicz,Spencer Bambrick

Publisher: Routledge

ISBN: 1351016415

Category: Technology & Engineering

Page: 396

View: 671


The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.

Stars, Stripes and Diamonds

Author: Marshall G. Most,Robert Rudd

Publisher: McFarland

ISBN: 0786425180

Category: Sports & Recreation

Page: 201

View: 5382


Since the Progressive Era, baseball has been promoted as an institution encapsulating the best of American values and capable of bridging the chasms of twentieth century American culture--urban versus rural, industry versus agriculture, individual versus community, immigrant versus native, white versus color. Among the more enthusiastic of the game's proponents have been American filmmakers, and baseball films present perhaps the purest depiction of baseball's vision of an idealized America. This critical study treats baseball cinema as a film genre and explores the functions of baseball ideology as it is represented in that genre. It focuses on how Hollywood's presentation of baseball has served not only to promote dominant values, but also to bridge cultural conflicts. Commentary on 85 films deals with issues of race, community, gambling, players, women, and owners. Instructors considering this book for use in a course may request an examination copy here.

Game Theory and Exercises

Author: Gisèle Umbhauer

Publisher: Routledge

ISBN: 1317362993

Category: Business & Economics

Page: 462

View: 4321


Game Theory and Exercises introduces the main concepts of game theory, along with interactive exercises to aid readers’ learning and understanding. Game theory is used to help players understand decision-making, risk-taking and strategy and the impact that the choices they make have on other players; and how the choices of those players, in turn, influence their own behaviour. So, it is not surprising that game theory is used in politics, economics, law and management. This book covers classic topics of game theory including dominance, Nash equilibrium, backward induction, repeated games, perturbed strategie s, beliefs, perfect equilibrium, Perfect Bayesian equilibrium and replicator dynamics. It also covers recent topics in game theory such as level-k reasoning, best reply matching, regret minimization and quantal responses. This textbook provides many economic applications, namely on auctions and negotiations. It studies original games that are not usually found in other textbooks, including Nim games and traveller’s dilemma. The many exercises and the inserts for students throughout the chapters aid the reader’s understanding of the concepts. With more than 20 years’ teaching experience, Umbhauer’s expertise and classroom experience helps students understand what game theory is and how it can be applied to real life examples. This textbook is suitable for both undergraduate and postgraduate students who study game theory, behavioural economics and microeconomics.