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Across two dozen countries—from back alleys to remote beaches to the roofs of skyscrapers—an eye-opening journey into the heart of soccer Every country has a different term for it: In the United States it's "pickup." In Trinidad it's "taking a sweat." In Brazil it's "pelada" (literally "naked"). It's the other side of soccer, those spontaneous matches played away from the bright lights and manicured fields—the game for anyone, anywhere. At sixteen, Gwendolyn Oxenham was the youngest Division I athlete in NCAA history, a starter and leading goal-scorer for Duke. At twenty, she graduated, the women's professional soccer league folded, and her career was over. In Finding the Game, Oxenham, along with her boyfriend and two friends, chases the part of the game that outlasts a career. They bribe their way into a Bolivian prison, bet shillings on a game with moonshine brewers in Kenya, play with women in hijab on a court in Tehran—and discover what the world looks like when you wander down side streets, holding on to a ball. An entertaining, heartfelt look at the soul of a sport and a thrilling travel narrative, this book is proof that on the field and in life, some things need no translation.
Oxenham and her friends scour the globe in search of pickup soccer: in a Bolivian prison, against women in hijab in Tehran, and with moonshine brewers in Kenya. This is an entertaining, heartfelt look at the soul of a sport proves that some things need no translation.
Stop negative thoughts, assuage anxiety, and live in the moment with these fun, easy games from improv expert Clay Drinko. If you’ve been feeling lost lately, you’re not alone! Even before the Covid-19 pandemic, Americans were experiencing record levels of loneliness and anxiety. And in our current political turmoil, it’s safe to say that people are looking for new tools to help them feel more present, positive, and in sync with the world. So what better way to get there than play? In Play Your Way Sane, Dr. Clay Drinko offers 120 low-key, accessible activities that draw on the popular principles of improv comedy to help you tackle your everyday stress and reconnect with the people around you. Divided into twelve fun sections, including “Killing Debbie Downer” and “Thou Shalt Not Be Judgy,” the games emphasize openness, reciprocation, and active listening as the keys to a mindful and satisfying life. Whether you’re looking to improve your personal relationships, find new meaning at work, or just survive our trying times, Play Your Way Sane offers serious self-help with a side of Second City sass.
In an era of cynicism and divisiveness, the tale of this young angel who refused to give up hope combined with the simple act of a young father doing what he ought to do—standing by his ailing daughter through thick and thin—set the social-media world into a whirlwind of positivity. Their inspirational story made the sports world (and the celebrity world alongside it) sit up and smile at the ESPYs. It grabbed the attention of audiences far outside of sports, too, on the Today Show and Good Morning America, and in the pages of People magazine, US Weekly, and more. Everyone seemed to want to know one thing: How did this dad and his little girl find a way to smile through the pain, and to keep fighting even when everything seemed to be going against them? The news media fell in love with the message and told the story the best they could in sound bites and interview clips, and yet the millions of readers and viewers who watched it all unfold in real time are still hungering for more. To Devon Still and his daughter, this wasn’t just a story. This was their test. This was their faith on the line. And this book is their chance to show the world just how powerful faith can be. It’s their chance to show people there’s always reason for hope—and to give them some actionable steps they can take to better their own lives, right now.
A New York Times-Bestseller! For twelve-year-old Emily, the best thing about moving to San Francisco is that it's the home city of her literary idol: Garrison Griswold, book publisher and creator of the online sensation Book Scavenger (a game where books are hidden in cities all over the country and clues to find them are revealed through puzzles). Upon her arrival, however, Emily learns that Griswold has been attacked and is now in a coma, and no one knows anything about the epic new game he had been poised to launch. Then Emily and her new friend James discover an odd book, which they come to believe is from Griswold himself, and might contain the only copy of his mysterious new game. Racing against time, Emily and James rush from clue to clue, desperate to figure out the secret at the heart of Griswold's new game—before those who attacked Griswold come after them too. This title has Common Core connections.
"Bibliography found online at tonyrobbins.com/masterthegame"--Page [643].
Emmitt Smith, the NFL’s all-time leading rusher of the Dallas Cowboys, Dancing with the Stars champion, and successful real-estate investor, outlines the principles that helped him become a winner on and off the football field. In this book he encourages you to live your God-given dream, now. Emmitt reveals that it’s not only vision and talent that propel us toward our dreams, but also a combination of determination, persistence, humility, courage, and faith. Game On is more than self-help. The book gives readers practical tools to empower them to pursue their God-given purpose with all their mind, heart, and soul.
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
“An exhilarating, at times heartbreaking, and ultimately unforgettable journey that lays bare the true human stakes of the world’s most popular game.”—Warren St. John, best-selling author of Outcasts United Searching for soccer’s next superstars, an audacious program called Football Dreams held tryouts for millions of 13-year-old boys across Africa. In The Away Game, Sebastian Abbot follows several of the boys as they chase their dreams in a dizzying world of rich Arab sheikhs, money-hungry agents, and soccer-mad European fans.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.