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One of Sports Illustrated’s Top 100 Sports Books of All Time: The riveting story of the point-shaving scandal that shook college basketball to its core It was the ultimate Cinderella sports story. Unranked heading into the 1949–50 season, the City College basketball team delighted their hometown of New York City and shocked the rest of America by winning both the NCAA and NIT tournaments. An unprecedented feat that would never be duplicated, City College’s postseason grand slam was made all the more remarkable by the fact that, in an era when many premier teams were segregated, its starting lineup consisted of 3 Jewish and 2 African American athletes. With Hall of Fame coach Nat Holman and 4 of the starting 5 returning for the 1950–51 campaign, the stage was set for a thrilling title defense. Alas, it was not to be. City College’s season came to an abrupt end when 3 of its star players were arrested on charges of conspiring to fix games. The ensuing scandal, which would engulf 6 other schools and lead to the indictments of 20 players and 14 fixers, cast New York City sports under a dark cloud, derailed the careers of some of the game’s most promising young talents, and forever altered the landscape of college basketball. The basis for the award-winning HBO documentary City Dump, The Game They Played is a poignant portrait of the unforgettable moment when an unheralded team of local boys united New York City in both triumph and disgrace.
This incredible gathering of first-hand remembrances brings a fascinating and enlightening new perspective to the period of baseball's greatest peak and ultimate turning point--when bigotry and exploitation still ran rampant among the clubs and the sport was irrevocably being changed into a business. 100 photos.
When boys played a man's game and football was hell
In their own words, the pioneers and legends of professional football tell of the early glory yearsøof the National Football League. From the 1920s through the 1940s, pro football players were paid only hundreds of dollars per game and rarely had substitutes. The conditions and times of this era are vividly recalled by such players as Red Grange, Johnny Blood, Clarke Hinkle, Ace Parker, Shipwreck Kelly, Mel Hein, Sammy Baugh, Don Hutson, and Sid Luckman. The players also reveal personal glimpses of how they got started in football, the conditions on the field, their life away from it, and their memories of outstanding games and competing against such giants as Jim Thorpe. Full of wry and wonderful anecdotes, What A Game They Played invites sports fans to experience the fresh and inventive early years of pro football, a game played in an America quite different from what it is today.
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
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.
In life as in sports, it's how you play the game that matters You don't have to be a star athlete to take away valuable lessons from the world of sports, whether it's learning how to get along with others, to never give up, or to be gracious in victory and defeat. In this companion volume to his New York Times bestseller, The Games Do Count, Brian Kilmeade reveals personal stories of the defining sports moments in the lives of athletes, CEOs, actors, politicians, and historical figures—and how what they learned on the field prepared them to handle life and overcome adversity with courage, dignity, and sportsmanship.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.