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DigiCat Publishing presents to you this special edition of "The Game of the Season" by Hugh de Sélincourt. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
A Sports Illustrated Best Book of the Year: “Vivid portraits of the kids, parents and coaches of the Greater Miami Pop Warner league” (Linda Robertson, The Miami Herald). Although its participants are still in grade school, Pop Warner football is serious business in Miami, where local teams routinely advance to the national championships. Games draw thousands of fans; recruiters vie for nascent talent; drug dealers and rap stars bankroll teams; and the stakes are so high that games sometimes end in gunshots. In America’s poorest neighborhood, troubled parents dream of NFL stardom for children who long only for a week in Disney World at the Pop Warner Super Bowl. In 2001, journalist Robert Andrew Powell spent a year following two teams through roller-coaster seasons. The Liberty City Warriors, former national champs, will suffer the team’s first-ever losing season. The Palmetto Raiders, undefeated for two straight years, will be rewarded for good play with limo rides and steak dinners. But their flamboyant coach (the “Darth Vader of Pop Warner coaches”) will face defeat in a down-to-the-wire playoff game. We Own This Game is an inside-the-huddle look into a world of innocence and corruption, where every kickoff bares political, social, and racial implications; an unforgettable drama that shows us just what it is to win and to lose in America. “Powell elevates We Own This Game well above the average sports book to a significant sociological study.” —San Francisco Chronicle
Fast approaching 30, Barney Ronay is a Sunday League left back with some tough choices to make. Is staying in with his girlfriend and Gardeners' World on a Friday night doing much for his match fitness? Would he be better off back with his best mate Dan in the bachelor pad of pizza boxes, lager and Playstation into the early hours? This is the hilarious story of a team in early mid-life crisis, hiding from responsibility in the strange masochism at the ugly end of the beautiful game.
A New York Times bestseller, David Halberstam's The Breaks of the Game focuses on one grim season (1979-80) in the life of the Bill Walton-led Portland Trail Blazers, a team that only three years before had been NBA champions. More than six years after his death David Halberstam remains one of this country's most respected journalists and revered authorities on American life and history in the years since WWII. A Pulitzer Prize-winner for his groundbreaking reporting on the Vietnam War, Halberstam wrote more than 20 books, almost all of them bestsellers. His work has stood the test of time and has become the standard by which all journalists measure themselves. The tactile authenticity of Halberstam's knowledge of the basketball world is unrivaled. Yet he is writing here about far more than just basketball. This is a story about a place in our society where power, money, and talent collide and sometimes corrupt, a place where both national obsessions and naked greed are exposed. It's about the influence of big media, the fans and the hype they subsist on, the clash of ethics, the terrible physical demands of modern sports (from drugs to body size), the unreal salaries, the conflicts of race and class, and the consequences of sport converted into mass entertainment and athletes transformed into superstars -- all presented in a way that puts the reader in the room and on the court, and The Breaks of the Game in a league of its own.
The perfect gift for fans of HBO's Game of Thrones—a boxed set featuring the first four novels! George R. R. Martin's A Song of Ice and Fire series has become, in many ways, the gold standard for modern epic fantasy. Martin—dubbed the "American Tolkien" by Time magazine—has created a world that is as rich and vital as any piece of historical fiction, set in an age of knights and chivalry and filled with a plethora of fascinating, multidimensional characters that you love, hate to love, or love to hate as they struggle for control of a divided kingdom. This bundle includes the following novels: A GAME OF THRONES A CLASH OF KINGS A STORM OF SWORDS A FEAST FOR CROWS
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good! With black-and-white illustrations throughout and a cliff hanger at the end of every chapter, this is a great series for kids who think they don’t like to read!
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe
Filled with gorgeous illustrations and artwork from HBO's hit series, The Art of Game of Thrones is the definitive collection. Beautifully crafted and presented in a deluxe, large format, these pages present a visual chronicle of the meticulous work done by artists to bring the world of Westeros to life on-screen.
Kate Blackwell is the symbol of success—a beautiful woman who has parlayed her inheritance into an international conglomerate. Now, celebrating her 90th birthday, Kate surveys the family she has manipulated, dominated, and loved: the fair and the grotesque, the mad and the mild, the good and the evil—her winnings in life.