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Football has never seemed so distant from its fans. Many have been alienated by the greed and shameless self-interest of the Premier League, and no one can predict how the global game will look post-pandemic. In Whose Game Is It Anyway?, Sunday Times best-selling author Michael Calvin searches for a reason to believe. Written at the height of the Covid-19 crisis, the book is a thought-provoking, deeply personal account of the role sport - and particularly football - plays in everyday life. Part memoir, part manifesto, it takes the reader on a tour of the world's greatest sporting occasions and into its outposts in sub-Saharan Africa, the Amazon Basin and the Southern Ocean. Drawn from Calvin's experience as an award-winning sportswriter, covering every major sports event over 40 years in more than 80 countries, it offers first-hand insight into such icons as Muhammad Ali, Maradona and Sir Bobby Charlton. With settings ranging from a jungle clearing to a township in apartheid South Africa, this is sport as you've never seen it before.
Contrary to the popular belief that sport is an arena largely free from the corrosive effects of racism, this book argues that racism is evident throughout British sport. From playing fields and boardrooms of sports organisations, to the offices of sports policy makers and the media, this book breaks new ground in showing how discourses of 'race' and nation continue to pervade our sporting life. Looking at a range of sports, including football, rugby league and cricket, this book covers key topics such as: * British nationalism and nationalist ideology * racial science and the images of Asian and black physicality * sport, racism and the law * black feminism and the issues of race, gender and sport * the role of the media in perpetuating and challenging racial stereotypes. Challenging the prevailing liberal view that sport is one area of society where 'good race-relations' are developed, this book offers a wealth of research material, and a strong theoretical perspective on contemporary British sport. It will therefore be of vital interest to sociologists, sports studies students, sport policy-makers and anyone with an interest in contemporary British sport.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
The story of British football's journey from public school diversion to mass media entertainment is a remarkable one. The Association Game traces British football from the establishment of the earliest clubs in the nineteenth century to its place as one of the prominent and commercialised leisure industries at the beginning of the twenty first century. It covers supporters and fandom, status and culture, big business, the press and electronic media and development in playing styles, tactics and rules. This is the only up to date book on the history of British football, covering the twentieth century shift from amateur to professional and whole of the British Isles, not just England.
InWhose Life Is It Anyway?, psychologist Nina Brown helps readers evaluate their family ties and decide if they are so caught up in others needs that they neglect their own health and happiness. She gives readers a variety of techniques for shielding themselves from the demands of their loved ones, building strong boundaries, checking their tendency toward excessive empathy, and staying free of dominating or manipulative relationships.
A Publishers Weekly Best Book of 2019! “Gripping and timely.” —People “The YA debut we’re most excited for this year.” —Entertainment Weekly “A book that knocks you off your feet while dropping the kind of knowledge that’ll keep you down for the count. Prepare to BE slain.” —Nic Stone, New York Times bestselling author of Dear Martin and Odd One Out Ready Player One meets The Hate U Give in this dynamite debut novel that follows a fierce teen game developer as she battles a real-life troll intent on ruining the Black Panther–inspired video game she created and the safe community it represents for Black gamers. By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only Black kids at Jefferson Academy. But at home, she joins hundreds of thousands of Black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the “downfall of the Black man.” But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for “anti-white discrimination.” Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically Black in a world intimidated by Blackness. But can she protect her game without losing herself in the process?
ALICE FEENEYS NEW YORK TIMES AND INTERNATIONAL BESTSELLER “Boldly plotted, tightly knotted—a provocative true-or-false thriller that deepens and darkens to its ink-black finale. Marvelous.” —AJ Finn, author of The Woman in the Window My name is Amber Reynolds. There are three things you should know about me: 1. I’m in a coma. 2. My husband doesn’t love me anymore. 3. Sometimes I lie. Amber wakes up in a hospital. She can’t move. She can’t speak. She can’t open her eyes. She can hear everyone around her, but they have no idea. Amber doesn’t remember what happened, but she has a suspicion her husband had something to do with it. Alternating between her paralyzed present, the week before her accident, and a series of childhood diaries from twenty years ago, this brilliant psychological thriller asks: Is something really a lie if you believe it's the truth?
The third book in Glines' #1 "New York Times"-bestselling Field Party series. Two years ago, Riley Young fled Lawton, Alabama, after accusing the oldest Lawton son, Rhett, of rape. Everyone had called her a liar. Now she's back, raising the little girl that no one believed was Rhett's.
From award-winning sportswriter John Feinstein, a YA novel about a teen golfer poised to blaze his way into Masters Tournament history—and he’ll face secrecy, sacrifice, and the decision of a lifetime to get there. Seventeen-year-old Frank Baker is a golfing sensation. He’s set to earn a full-ride scholarship to play at the university of his choice, but his single dad wants him to skip college and turn pro—golf has taken its toll on the family bank account, and his dad is eager to start cashing in on his son’s prowess. Frank knows he isn’t ready for life on the pro tour—regardless of the potential riches—so his swing coach enlists a professional golfer turned journalist to be Frank’s secret adviser. Pressure mounts when, after reaching the final of the U.S. Amateur tournament, Frank wins an automatic invite to the Masters. And when the prodigy, against all odds, starts tearing up the course at Augusta National, sponsors are lined up to throw money at him—and his father. But Frank’s entry in the Masters hinges on maintaining his standing as an amateur. Can he and his secret adviser—who has his own conflicts—keep Frank’s dad at bay long enough to bring home the legendary green jacket?
In a small Southern town in 1944, two girls secretly help a seriously ill army deserter, a decision that changes their perceptions of right and wrong. Issues of moral ambiguity and accepting consequences for actions are thoughtfully considered in this deftly crafted story.