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A history and analysis of gambling in the United States from bingo to state lotteries to Indian gaming and the rise of Las Vegas, this book reveals how we have become a nation of gamblers and what the future holds for the gambling industry. From the colonial era to the present, Americans have enjoyed a love-hate relationship with gambling. It is a pastime that has gone from sin to recreational activity, and an industry that has moved from control by organized crime to management by executives with MBAs. While gaming is one of the nation's fastest-growing industries, Barker and Britz predict that this process will slow or stop in the next century as the result of market saturation and unknown social and economic effects which loom over the glitz, glamour, and action. Providing the latest information on the nature and extent of legalized gambling in the United States, this study examines why we gamble and how the relative impact of the activity differs in certain segments of the population. Legalized gambling is, at best, problematic behavior with both good and bad consequences. State-sponsored gambling, both in the form of monopolistic lotteries and in tribal casinos, does to some extent call into question the proper role of the state or tribal nation in promoting a potentially harmful activity among its citizens. States that have looked to legalized gambling as a source of economic salvation may soon experience difficulties as gambling venues multiply and unregulated Internet gambling becomes more widespread.
This book is Albert Spaldings work of "historic facts concerning the beginning, evolution, development and popularity of base ball, with personal reminiscences of its vicissitudes, its victories and its votaries." It is one of the defining books in the early formative years of modern baseball.
Arnold Snyder needs no introduction. One of the seven original members of the Blackjack Hall of Fame, he’s a prolific author of blackjack books, former publisher of the prestigious Blackjack Forum, and a blackjack advantage player extraordinaire. In his first book in many years, Arnold is back with what is shaping up to be his greatest work ever. Radical Blackjack is a memoir, how-to, and exposé all wrapped up in a single book. From his life as a starving letter carrier to making $100,000 bets that he could only win by losing, this is a story that blackjack aficionados and gambling enthusiasts have wanted for decades. And it’s all true. Snyder details his adventures in hole carding and shuffle tracking, milking loss rebates; exploiting online casino bonuses and affiliate deals; using camouflage so effective that pit bosses considered him the world’s worst blackjack player; playing on teams and with investor money, and maximizing results when playing with partners; while topping it all off with miscellaneous stories so wild they don’t fit into any chapter! If you read only one gambling book this year, Radical Blackjack should be it.
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.