Download Free Master Players In A Fixed Game Book in PDF and EPUB Free Download. You can read online Master Players In A Fixed Game and write the review.

The literary expression of Afro-Americans has been scrutinized and criticized in exhaustive detail, yet historically perceived by many American and English literary scholars are qualitatively and quantitatively underdeveloped. This was the view held by many literary scholars until the late 1960s when Afro-American literary scholars and black students argued forcefully and convincingly in favor of the plays, short stories, poetry and novels written by Afro-Americans. Despite such noteworthy efforts, however, few scholars have investigated the uneven and sporadic appearance of publications, or the absence of publications, by black writers in any comprehensive fashion. Thus, the dissertation examines the various extra-literary problems faced by Afro-American writers which have contributed to either many--or few--of their works emerging in print in any era.
Delving into the history of gambling and corruption in intercollegiate sports, Cheating the Spread recounts all of the major gambling scandals in college football and basketball. Digging through court records, newspapers, government documents, and university archives and conducting private interviews, Albert J. Figone finds that game rigging has been pervasive and nationwide throughout most of the sports' history. The insidious practice has spread to implicate not only bookies and unscrupulous gamblers but also college administrators, athletic organizers, coaches, fellow students, and the athletes themselves. Naming the players, coaches, gamblers, and go-betweens involved, Figone discusses numerous college basketball and football games reported to have been fixed and describes the various methods used to gain unfair advantage, inside information, or undue profit. His survey of college football includes early years of gambling on games between established schools such as Yale, Princeton, and Harvard; Notre Dame's All-American halfback and skilled gambler George Gipp; and the 1962 allegations of insider information between Alabama coach Paul "Bear" Bryant and former Georgia coach James Wallace "Wally" Butts; and many other recent incidents. Notable events in basketball include the 1951 scandal involving City College of New York and six other schools throughout the East Coast and the Midwest; the 1961 point-shaving incident that put a permanent end to the Dixie Classic tournament; the 1978 scheme in which underworld figures recruited and bribed several Boston College players to ensure a favorable point spread; the 1994-95 Northwestern scandal in which players bet against their own team; and other recent examples of compromised gameplay and gambling.
The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.
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.
Nicknamed Prince Hal, first baseman Hal Chase was the first captain of the New York Yankees in the early years of the twentieth century (when the team was known as the Highlanders). Widely regarded as one of the most gifted first basemen ever to play the game, he is also regarded as the most corrupt individual to play. Prince Hal's charismatic personality, however, helped him overcome repeated accusations of throwing games, bribing players, betting against his own team and various other misbehaviors. At the time of the 1919 World Series fix--the so-called Black Sox scandal--he was thought to have been the mastermind and was banned from organized ball. He died penniless in a state hospital after World War II, the victim of beriberi brought on by years of alcoholism and poor diet. This is a fictional but carefully factual "autobiography." Based on extensive research, it chronicles Chase's many exploits. Even more revealing, it also traces the corruption of the man's soul.
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
"A newsletter of the 1930's culture," 1982-
Play Along with the Film! When gaming moved from the 16-bit era and into the exciting realm of 3D gameplay, Hollywood properties continued their journey into the interactive medium. Popular home and handheld consoles played host to ambitious titles that sought to bridge the gap between movies and video games, providing fans with scenarios that both replicated and went beyond their favorite stories. Gathered in this book are some of the biggest video games that originated from movies; some being direct adaptations and others that expanded existing universes. With 20 chapters covering over 450 games - including every Lego movie video game and franchises such as Star Wars, Aliens, Disney, Pixar and The Lord of the Rings - A Guide to Movie Based Video Games: 2001-2023 gives readers a chance to revisit and discover the ups and downs of licensed titles across two action-packed decades. Load up the reels, press start, and immerse yourself in timeless adventures!
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
One of the greatest roleplaying games of all time comes back in a new edition designed for the 21st Century! Building on the previous editions of the game, the all new RuneQuest system has been developed under the watchful eyes of Messrs Stafford and Perrin, and has been subjected to the longest and most open playtesting period that any Mongoose game has been through. Released as a 100-page hardback book, priced at $19.95, RuneQuest gives players all the core rules they need to begin playing - indeed, with the monsters included in this book, Games Masters can construct complete scenarios with this single tome.