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The explosive truth about America’s Revolution–a bloody civil war that was won largely in the South–that modern liberals have kept buried until now. At the darkest hour of the American Revolution, in 1780, when there was little reason to hope, the British went down South and overplayed their hand. By burning the bibles of backwoodsmen and threatening their honor, the British ignited a firestorm in the most spectacular, unusual, and decisive battle of the war. Ordinary folk from throughout the Southern colonies spontaneously banded together and rode for hundreds of miles to attack and destroy British forces at King’s Mountain. The killing didn’t stop at King’s Mountain, but the war did. Never heard of the massacre that saved the American Revolution? No idea that liberty was actually won in the South? Red state values of God, guns and guts are being dismantled by leftists airbrushing our past in order to “transform” our future. Grand Theft History features shocking new evidence that exposes the latest battlefield in the culture wars–American history.
The explosive truth about America’s Revolution–a bloody civil war that was won largely in the South–that modern liberals have kept buried until now. In 1780, the darkest hour of the American Revolution, the British went down to the South and overplayed their hand. By burning the bibles of backwoodsmen and threatening their honor, the British ignited a firestorm. Ordinary folk from throughout the Southern colonies spontaneously banded together and rode for hundreds of miles to King’s Mountain in South Carolina to attack and destroy the British forces in the most spectacular, unusual and decisive battle of the war. Never heard of the massacre that saved the American Revolution? No idea that liberty was actually won in the South? Red state values of God, guns and guts are being dismantled by leftists airbrushing our past in order to “transform” our future. Grand Theft History features
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Inside the making of a videogame that defined a generation: Grand Theft Auto Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbuster Written by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors Offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex mini-game incident, and more Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
The technology-thwarting car thief has become as advanced as the cars themselves. As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life.
You might be surprised to learn crime does pay, especially auto theft. During the 1990s, New York City was averaging over a hundred thousand vehicle thefts a year. New Yorkers accepted their fate, frequently finding empty parking spaces where their vehicles were parked the night before. Victims called the police, who took theft reports without offering much hope they would ever see their car again. The NYPD's Auto Crime Division is a hundred and twenty-member unit created to combat auto theft, stopping those who roam the streets at night looking to steal your vehicle. Most Americans have been the victim of some form of auto crime or know someone who has been. What they don't know is why, how, or who stole their vehicle, or what happens to it after it disappears. Grand Theft Auto peels back the curtain, exposing the nuts and bolts of the auto theft industry.Would you believe a pair of nuns stole Mother Superior's car to go on a wild shopping spree in the Bronx? Or the double-dealing confidential informant who helped recover Mike Tyson's stolen motorcycle minutes before it was shipped out of the country? What about the diplomat's husband who drove around Manhattan in a stolen Mercedes? Or the silver-tongued three-hundred-pound car thief who managed to stay one step ahead of the law? Retired detective Vic Ferrari shares his unique insight and colorful stories from his days assigned to the New York City Police Department's Auto Crime Division. If you enjoy Live PD, are fascinated with police work, or want to know who stole your car, you've picked up the right book. Vic Ferrari, author of NYPD: Through the Looking Glass: Stories From Inside America's Largest Police Department and The NYPD's Flying Circus: Cops, Crime & Chaos, and Dickheads & Debauchery and Other Ingenious Ways to Die is a retired New York City Police Department detective with over twenty years of experience in the auto theft industry.
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our book talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ
"We're mad as Heaven, and we're not going to take it anymore!" declares historian Robert McElvaine in this passionate and often hilarious rallying cry for sincere Jesus followers. He lets us know that the extreme right wing won't be allowed to speak for all Christians any longer. This polemic blends outrage and humor to expose the televangelists and the leaders of megachurches as the people Jesus warned us about. The religion McElvaine calls ChristianityLite promises, "Be saved without sacrifice or good works!" Run by a crew of politicians, megachurch preachers, televangelists, hypocrites, and snake-oil salesmen, it has hijacked true Christianity and distorted it into something Jesus wouldn't recognize, a religion that advocates war and intolerance, values money above charity, preaches hatred instead of brotherhood, and promises "true" believers the keys to the gates of the kingdom of God--and to the bank.--From publisher description.
A “deeply researched and brilliantly written” blueprint to the criminal possibilities in the world all around us (Warren Ellis, author of Gun Machine). At the core of A Burglar’s Guide to the City is an unexpected and thrilling insight: how any building transforms when seen through the eyes of someone hoping to break into it. Studying architecture the way a burglar would, Geoff Manaugh takes readers through walls, down elevator shafts, into panic rooms, and out across the rooftops of an unsuspecting city. Encompassing nearly two thousand years of heists and break-ins, the book draws on the expertise of reformed bank robbers, FBI special agents, private security consultants, the LAPD Air Support Division, and architects past and present. Whether discussing how to pick padlocks, climb the walls of high-rise apartments, find gaps in a museum’s surveillance routine, or discuss home invasions in ancient Rome, A Burglar’s Guide to the City ensures readers will never enter a bank again without imagining how to loot the vault, or walk down the street without planning the perfect getaway. Praise for A Burglar’s Guide to the City “This burglar’s guide isn’t for ordinary smash-and-grab burglars, it’s for the rest of us—who steal in, steal out, and get away with glorious dreams. A spectacularly fun read.” —Robert Krulwich, cohost of Radiolab “Who knew that urban studies could be so riveting? Geoff Manaugh excels at finding new, illicit, and fresh angles on a subject as loved as it is overexposed—the city. In his new book, elegant, perverse, sinuous supervillains maneuver and master the city like parkour champions. I see the TV series already.” —Paola Antonelli, design curator, MoMA