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Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
This book is the first major attempt to examine the cultural manifestations of the demise of imperialism as a social and political ideology in post-war Britain. Far from being a matter of indifference or resigned acceptance as is often suggested, the fall of the British Empire came as a profound shock to the British national imagination, and resonated widely in British popular culture. The sheer range of subjects discussed, from the satire boom of the 1960s to the worlds of sport and the arts, demonstrates how profoundly decolonisation was absorbed into the popular consciousness. Offers an extremely novel and provocative interpretation of post-war British cultural history, and opens up a whole new field of enquiry in the history of decolonisation.
'An essential account of how Tibet became the playground for global geopolitical ambitions and what the future may hold for this precarious region fighting for statehood. Renowned as the ‘roof of the world’, Tibet is both a spiritual bastion and a hotbed of geopolitical intrigue. Its unique location, nestled amidst the majestic Himalaya and the vast Central Asian steppes, has historically attracted imperial contenders, thrusting it into the heart of the Great Game – a stormy nineteenth-century contest for supremacy involving Britain, Russia and China. In Imperial Games in Tibet, former ambassador Dilip Sinha deftly guides us through the region’s complex geopolitical entanglements, charting its history from the rise of Tibetan Buddhism, through the cloak-and-dagger machinations of the Great Game, to its fateful invasion and annexation by China in 1950. In the process, he reveals the real factors leading up to the Fourteenth Dalai Lama’s escape to India in 1959 – an epochal event that drew the newly independent nation into this political maelstrom and heightened Sino-Indian tensions. More than seventy years later, despite citizens protests and global outcry, Chinese ‘suzerainty’ maintains its grip on Tibet, begging the question: Can Tibet ever be free? Drawing from this rich historical tapestry, Imperial Games in Tibet highlights the dire consequences of both international exploitation and neglect of the world’s more vulnerable regions. As Tibet continues its struggle for nationhood, it serves as a clarion call to the global community, urging a renewed commitment to human rights and justice.
In 1905 President Teddy Roosevelt dispatched Secretary of War William Howard Taft on the largest U.S. diplomatic mission in history to Hawaii, Japan, the Philippines, China, and Korea. Roosevelt's glamorous twenty-one year old daughter Alice served as mistress of the cruise, which included senators and congressmen. On this trip, Taft concluded secret agreements in Roosevelt's name. In 2005, a century later, James Bradley traveled in the wake of Roosevelt's mission and discovered what had transpired in Honolulu, Tokyo, Manila, Beijing and Seoul. In 1905, Roosevelt was bully-confident and made secret agreements that he though would secure America's westward push into the Pacific. Instead, he lit the long fuse on the Asian firecrackers that would singe America's hands for a century.
The exciting next book in the bestselling Jedi/Sith/Bounty Hunter series has arrived! The Empire has taken hold of the galaxy, and high-ranking officials from each branch of the military have created an Imperial Handbook, compiling tactical guidelines and procedures as well as mission reports and classified documents for all newly ascending commanders. This comprehensive manual details secrets of Imperial battle tactics, acceptable actions for bringing swift justice to traitors, and the Emperor's long-term plan for galactic military domination. After the Battle of Endor, this copy of the Imperial Handbook fell into the hands of the Rebel Alliance. Well-known rebels provide a humorous running counter-commentary to the official Imperial propaganda in the form of handwritten annotations in the margins of the pages. © and TM Lucasfilm Ltd. Used Under Authorization
A group of the finest boardgame designers answered Ignacy Trzewiczek's invitation to take part in creating the book. They shared their anecdotes, tips and memoirs, making the book an unique trip over different designing styles, a formidable guide into the world of boardgame creation. Learn about process of design such games like Robinson Crusoe, Pathfinder, Hanabi, Neuroshima Hex and many other!--
Practiced and watched by billions, sport is a global phenomenon. Sport history is a burgeoning sub-field that explores sport in all forms to help answer fundamental questions that scholars examine. This volume provides a reference for sport scholars and an accessible introduction to those who are new to the sub-field.
Eric Walberg’s POSTMODERN IMPERIALISM: Geopolitics and the Great Game is a riveting and radically new analysis of the imperialist onslaught which first engulfed the world in successive waves in the 19th–20th centuries and is today hurtling into its endgame. The term “Great Game” was coined in the nineteenth century, reflecting the flippancy of statesmen (and historians) personally untouched by the havoc that they wreaked. What it purported to describe was the rivalry between Russia and Britain over interests in India. But Britain was playing its deadly game across all of Eurasia, from the Balkans and Palestine to China and southeast Asia, alternately undermining and carving up “premodern” states, disrupting the lives of hundreds of millions, with consequences that endure today. With roots in the European enlightenment, shaped by Christian and Jewish cultures, and given economic rationale by industrial capitalism, the inter-imperialist competition turned the entire world into a conflict zone, leaving no territory neutral. The first “game” was brought to a close by the cataclysm of World War I. But that did not mark the end of it. Walberg resurrects the forbidden “i” word to scrutinize an imperialism now in denial, but following the same logic and with equally horrendous human costs. What he terms Great Game II then began, with America eventually uniting its former imperial rivals in an even more deadly game to destroy their common revolutionary antagonist and potential nemesis-communism. Having “won” this game, America and the new player Israel-offspring of the early games-have sought to entrench what Walberg terms “empire and a half” on a now global playing field-using a neoliberal agenda backed by shock and awe. With swift, sure strokes, Walberg paints the struggle between domination and resistance on a global canvas, as imperialism engages its two great challengers-communism and Islam, its secular and religious antidotes. Paul Atwood (War and Empire: The American Way of Life) calls it an “epic corrective”. It is a “carefully argued-and most of all, cliche-smashing-road map” according to Pepe Escobar (journalist Asia Times). Rigorously documented, it is “a valuable resource for all those interested in how imperialism works, and sure to spark discussion about the theory of imperialism”, according to John Bell (Capitalism and the Dialectic).
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.