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America's national pastime has been marked from its inception by bitter struggles between owners and players over profit, power, and prestige. In this book, the first installment of a highly readable, comprehensive labor history of baseball, Robert Burk d
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.
The Players League, formed in 1890, was a short-lived professional baseball league controlled and owned in part by the players themselves, a response to the National League’s salary cap and “reserve rule,” which bound players for life to one particular team. Led by John Montgomery Ward, the Players League was a star-studded group that included most of the best players of the National League, who bolted not only to gain control of their wages but also to share ownership of the teams. Lasting only a year, the league impacted both the professional sports and the labor politics of athletes and nonathletes alike. The Great Baseball Revolt is a historic overview of the rise and fall of the Players League, which fielded teams in Boston, Brooklyn, Buffalo, Chicago, Cleveland, New York, Philadelphia, and Pittsburgh. Though it marketed itself as a working-class league, the players were underfunded and had to turn to wealthy capitalists for much of their startup costs, including the new ballparks. It was in this context that the league intersected with the organized labor movement, and in many ways challenged by organized labor to be by and for the people. In its only season, the Players League outdrew the National League in fan attendance. But when the National League overinflated its numbers and profits, the Players League backers pulled out. The Great Baseball Revolt brings to life a compelling cast of characters and a mostly forgotten but important time in professional sports when labor politics affected both athletes and nonathletes. Purchase the audio edition.
The season began so well for the Republic of Ireland international midfielder Eamon Dunphy at Millwall - and ended in disillusionment and being on the transfer list. In classic memoir, he charts the progress of the team during a season that begins with such high hopes and is filled throughout with high drama.
In Patriotic Games, historian Stephen Pope explores the ways sport was transformed from a mere amusement into a metaphor for American life. Between the 1890s and the 1920s, sport became the most pervasive popular cultural activity in American society. During these years, basketball was invented, football became a mass spectator event, and baseball soared to its status as the "national pasttime." Pope demonstrates how America's sporting tradition emerged from a society fractured along class, race, ethnic, and gender lines. Institutionalized sport became a trans- class mechanism for packaging power and society in preferred ways--it popularized an interlocking set of cultural ideas about America's quest for national greatness. Nowhere was this more evident than the intimate connection established between sport and national holiday celebrations. As Pope reveals, Thanksgiving sports influenced the holiday's evolution from a religious occasion to a secular one. On the Fourth of July, sporting events infused patriotic rituals with sentiments that emphasized class conciliation and ethnic assimilation. In a time of social tensions, economic downturns, and unprecedented immigration, the rituals and enthusiasms of sport, Pope argues, became a central component in the shaping of America's national identity.
From Major League Baseball’s inception in the 1880s through World War II, team owners enjoyed monopolistic control of the industry. Despite the players’ desire to form a viable union, every attempt to do so failed. The labor consciousness of baseball players lagged behind that of workers in other industries, and the public was largely in the dark about labor practices in baseball. In the mid-1960s, star players Sandy Koufax and Don Drysdale staged a joint holdout for multiyear contracts and much higher salaries. Their holdout quickly drew support from the public; for the first time, owners realized they could ill afford to alienate fans, their primary source of revenue. Baseball’s Power Shift chronicles the growth and development of the union movement in Major League Baseball and the key role of the press and public opinion in the players’ successes and failures in labor-management relations. Swanson focuses on the most turbulent years, 1966 to 1981, which saw the birth of the Major League Baseball Players Association as well as three strikes, two lockouts, Curt Flood’s challenge to the reserve clause in the Supreme Court, and the emergence of full free agency. To defeat the owners, the players’ union needed support from the press, and perhaps more importantly, the public. With the public on their side, the players ushered in a new era in professional sports when salaries skyrocketed and fans began to care as much about the business dealings of their favorite team as they do about wins and losses. Swanson shows how fans and the media became key players in baseball's labor wars and paved the way for the explosive growth in the American sports economy. Purchase the audio edition.
The first installment in Jeffery Deaver’s Colter Shaw series—the inspiration for the upcoming CBS original series TRACKER starring Justin Hartley! The son of a survivalist family, Colter Shaw is an expert tracker. Now he makes a living as a “reward seeker,” traveling the country to help police solve crimes and locate missing persons for private citizens. “You’ve been abandoned. Escape if you can. Or die with dignity.” Hired by the father of a young woman who has gone missing in Silicon Valley, Shaw's search takes him into the dark heart of America’s cutthroat billion-dollar video-game industry. When another person goes missing, Shaw must ask: Is a madman bringing a twisted video game to life? Encountering eccentric designers, trigger-happy gamers, and ruthless tech titans, Shaw soon learns that he isn't the only one on the hunt: someone is on his trail and closing fast.... Named a Crime Novel of the Year by The New York Times Book Review, The Never Game proves once more why “Deaver is a genius when it comes to manipulation and deception” (Associated Press). CBS, CBS Eye Design, and related logos are trademarks of CBS Broadcasting Inc. Used under license. TRACKER is a trademark of Twentieth Century Fox Film Corporation. Used under license.
"But Mom, it's just a game." Meet Jasper! A young boy who is totally absorbed with playing video games... "With my game controller in my hands, I'm the boss of my whole world! I can be who I want and do as I please. I can get the highest score. I get all the chances that I need. If I make a mistake it's ok. Everyone thinks I'm 'it on a stick!' And the bad stuff all goes away." Video game addiction is on the rise, but it can be prevented. This creative story book teaches both kids and adults how to switch out their game controller for a "life controller." Video gaming is becoming a part of our culture, and we must be strategic in creating a healthy gaming balance.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Written by acclaimed sports author and oral historian Harvey Frommer and with an introduction by pro football Hall of Famer Frank Gifford, When It Was Just a Game tells the fascinating story of the ground-breaking AFL–NFL World Championship Football game played on January 15, 1967: Packers vs. Chiefs. Filled with new insights, containing commentary from the recently discovered unpublished memoir of Kansas City Chiefs coach Hank Stram, and featuring oral history from many who were at the game—media, players, coaches, fans—the book presents back story and front story in the words of those who lived it and saw it go on to become the Super Bowl, the greatest sports attraction the world has ever known. Archival photographs and drawings help bring the event to life.