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The year 1968 was ablaze with passion and mayhem as protests erupted in Paris and Prague, throughout the United States, and in cities on all continents. The Summer Olympic Games in Mexico were to be a moment of respite from chaos. But the image of peace – a white dove – adopted by organizers was an illusion, as was obvious to a record six hundred million people watching worldwide on satellite television. Ten days before the opening ceremony, soldiers slaughtered hundreds of student protesters in the capital. In Games of Discontent Harry Blutstein presents vivid accounts of threatened boycotts to protest racism in the United States, South Africa, and Rhodesia. He describes demonstrations by Czechoslovak gold medal gymnast Věra Čáslavská against the Soviet-led invasion of her country. The most dramatic moment of the Olympic Games was Tommie Smith and John Carlos's black power salute from the podium. Blutstein furnishes new details behind their protest and examines how this iconic image seared itself into historical memory, inspiring Colin Kaepernick and a new generation of athlete-activists to take a knee against racism decades later. The 1968 Summer Games became a microcosm of the discord happening around the globe. Describing a range of protest activities preceding and surrounding the 1968 Olympics, Games of Discontent shines light on the world during a politically transformative moment when discontents were able, for the first time, to globalize their protests.
A detailed and coherent account of the social significance and the politics underlying sports, Global Games demonstrates that sports are not a trivial pursuit but are deeply embedded in the way individuals and nations wish to be perceived. Book jacket.
On American democracy
Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carni
When Kate and Colin meet at a party in Manhattan their connection is electric. They marry quickly, moving to the suburbs, and in the light of day they seem like any young couple, but the games they play after dark are far from routine.
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Finally, a book of insightful and practical advice for the millions of people suffering from low-grade depression, also known as dysthymia or chronic discontent Frustrated. Stressed. Irritable. Discouraged. Cynical. Fed up. These are among the feelings experienced by millions of people. Whether they realize it or not, their feelings are not caused by a negative attitude, a lack of gratitude, or laziness. Rather, these feelings are among the symptoms of a condition called dysthymia, also known as chronic discontent or low-grade depression. It blocks feelings of happiness, contentment, and passion, leaving emptiness, a lack of meaning, and despair. This powerful and practical book explains how this condition takes hold—and presents simple yet profound ways to overcome it once and for all. Using anecdotes from his private practice as well as insightful questions and exercises, psychotherapist Alan Downs, Ph.D., shines light into the dark corners of this isolating and debilitating condition and includes a five-week program to help you feel good again. Not a superficial, magic-bullet approach, The Half-Empty Heart is a probing, honest book that offers a path to meaningful change. The path begins here.
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
#1 NEW YORK TIMES BESTSELLER • OPRAH’S BOOK CLUB PICK • “An instant American classic and almost certainly the keynote nonfiction book of the American century thus far.”—Dwight Garner, The New York Times The Pulitzer Prize–winning, bestselling author of The Warmth of Other Suns examines the unspoken caste system that has shaped America and shows how our lives today are still defined by a hierarchy of human divisions—now with a new Afterword by the author. #1 NONFICTION BOOK OF THE YEAR: Time ONE OF THE BEST BOOKS OF THE YEAR: The Washington Post, The New York Times, Los Angeles Times, The Boston Globe, O: The Oprah Magazine, NPR, Bloomberg, The Christian Science Monitor, New York Post, The New York Public Library, Fortune, Smithsonian Magazine, Marie Claire, Slate, Library Journal, Kirkus Reviews Winner of the Carl Sandberg Literary Award • Winner of the Los Angeles Times Book Prize • National Book Award Longlist • National Book Critics Circle Award Finalist • Dayton Literary Peace Prize Finalist • PEN/John Kenneth Galbraith Award for Nonfiction Finalist • PEN/Jean Stein Book Award Longlist • Kirkus Prize Finalist “As we go about our daily lives, caste is the wordless usher in a darkened theater, flashlight cast down in the aisles, guiding us to our assigned seats for a performance. The hierarchy of caste is not about feelings or morality. It is about power—which groups have it and which do not.” In this brilliant book, Isabel Wilkerson gives us a masterful portrait of an unseen phenomenon in America as she explores, through an immersive, deeply researched, and beautifully written narrative and stories about real people, how America today and throughout its history has been shaped by a hidden caste system, a rigid hierarchy of human rankings. Beyond race, class, or other factors, there is a powerful caste system that influences people’s lives and behavior and the nation’s fate. Linking the caste systems of America, India, and Nazi Germany, Wilkerson explores eight pillars that underlie caste systems across civilizations, including divine will, bloodlines, stigma, and more. Using riveting stories about people—including Martin Luther King, Jr., baseball’s Satchel Paige, a single father and his toddler son, Wilkerson herself, and many others—she shows the ways that the insidious undertow of caste is experienced every day. She documents how the Nazis studied the racial systems in America to plan their outcasting of the Jews; she discusses why the cruel logic of caste requires that there be a bottom rung for those in the middle to measure themselves against; she writes about the surprising health costs of caste, in depression and life expectancy, and the effects of this hierarchy on our culture and politics. Finally, she points forward to ways America can move beyond the artificial and destructive separations of human divisions, toward hope in our common humanity. Original and revealing, Caste: The Origins of Our Discontents is an eye-opening story of people and history, and a reexamination of what lies under the surface of ordinary lives and of American life today.
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."