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How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.
When Ian Striver is dared by "his boys" to sleep with plain Kylie Winship in just three weeks, he is up for the challenge, thinking it will be a breeze, but a series of unexpected events have surprises for both of them.
When Nya Gamden is accepted into the nursing program at Old Dominion University, she is thrilled, until her boyfriend asks her to give up her dreams in exchange for marriage, forcing her into the arms of a well-respected businessman who is hidding a shocking secret. Original.
"Games People Played is, surprisingly, the first global history of sport. Wray Vamplew assesses how sports have developed and diffused across continents and centuries, exploring topics such as emotion, discrimination and conviviality; politics, nationalism and protest; and how economics has turned sport into a huge consumer industry. Sport is sociable, charitable and health-giving, but this book also examines its dark side: its impact on the environment, players' use of performance-enhancing drugs and the repercussions of match fixing. Covering everything from curling to baseball, boxing to motor racing, Games People Played will appeal to anyone who plays, watches and enjoys sport."--Publisher's description
Now in paperback, this first global history of sports offers all spectators and participants a reason to cheer—and to think. Games People Played is, surprisingly, the first global history of sports. The book shows how sports have been practiced, experienced, and made meaningful by players and fans throughout history. It assesses how sports developed and diffused across the globe, as well as many other aspects, from emotion, discrimination, and conviviality; to politics, nationalism, and protest; and how economics has turned sports into a huge consumer industry. It shows how sports are sociable and health-giving, and also contribute to charity. However, it also examines their dark side: sports’ impact on the environment, the use of performance-enhancing drugs, and match-fixing. Covering everything from curling to baseball, boxing to motor racing, this book will appeal to anyone who plays, watches, and enjoys sports, and wants to know more about their history and global impact.
Noted baseball historian Norman L. Macht brings together a wide?ranging collection of baseball voices from the Deadball Era through the 1970s, including nine Hall of Famers, who take the reader onto the field, into the dugouts and clubhouses, and inside the minds of both players and managers. These engaging, wide-ranging oral histories bring surprising revelations—both highlights and lowlights—about their careers, as they revisit their personal mental scrapbooks of the days when they played the game. Not all of baseball’s best stories are told by its biggest stars, especially when the stories are about those stars. Many of the storytellers you’ll meet in They Played the Game are unknown to today’s fans: the Red Sox’s Charlie Wagner talks about what it was like to be Ted Williams’s roommate in Williams’s rookie year; the Dodgers’ John Roseboro recounts his strategy when catching for Don Drysdale and Sandy Koufax; former Yankee Mark Koenig recalls batting ahead of Babe Ruth in the lineup, and sometimes staying out too late with him; John Francis Daley talks about batting against Walter Johnson; Carmen Hill describes pitching against Babe Ruth in the 1927 World Series.
In 1951, Josh Lowen, an eighteen-year-old student at Bartlett College in northern New England, allows himself to be involved in a tragic criminal act. Expelled from the school and humiliated, and feeling that his life is over, Josh wallows in misery with no expectation of hearing from anyone. A childhood pal, Larry Gerst, remembering times when Josh was there for him, writes to offer his ear and friendship, but Josh, consumed by guilt about his unfortunate choices, buries the letter in a drawer. Larry, torn between pursuing an interest in art and making money, continues on in college. Josh hitchhikes to San Francisco to find work and, he hopes, himself. Larry continues to write letters; Josh answers only some of them. Boyhood ends. Work and love, and creativity and passion begin to fill their lives. Josh plays jazz and teaches literature. Larry has successes in business and slowly acquires a very good collection of paintings. The two men see each other infrequently during the years that pass. It is not until Larry finally pursues his dream of living in Italy and immersing himself in the art world that everything changes.
Like her much-loved heroine Emma Woodhouse, Jane Austen ‘played and sang’. Music occupied a central role in her life, and she made brilliant use of it in her books to illuminate characters’ personalities and highlight the contrasts between them. Until recently, our knowledge of Austen’s musical inclinations was limited to the recollections of relatives who were still in their youth when she passed away. But with the digitisation of music books from her immediate family circle, a treasure trove of evidence has emerged. Delving into these books, alongside letters and other familial records, She played and sang unveils a previously unknown facet of Austen's world. This insightful work not only uncovers the music closely associated with Austen, but also unravels her musical connections with family and friends, revealing the intricate ties between her fiction and the melodies she performed. With these revelations, Austen's musical legacy comes to life, granting us a deeper understanding of her artistic prowess and the influences that shaped her literary masterpieces.
Former Major League Baseball commissioner Fay Vincent brings together a stellar roster of ballplayers from the 1950s and 1960s in this wonderful new history of the game. Whitey Ford, Duke Snider, Carl Erskine, Bill Rigney, and Ralph Branca tell stories about baseball in New York when the Yankees dominated and seemed to play either the Dodgers or the Giants in every World Series. By the end of the fifties, the two National League teams had relocated to California, as baseball expanded across the country. Hall of Fame pitcher Robin Roberts, Braves mainstay Lew Burdette, home-run king Harmon Killebrew, Cubs slugger Billy Williams, and Hall of Famers Brooks Robinson and Frank Robinson share great stories about milestone events, from Jackie Robinson breaking the color barrier on the field to Frank Robinson doing the same in the dugout. They remember the teammates and opponents they admired, including Joe DiMaggio, Ted Williams, Warren Spahn, Don Newcombe, and Ernie Banks. For anyone who grew up watching baseball in the 1950s and 1960s, or for anyone who wonders what it was like in the days when ballplayers negotiated their own contracts and worked real jobs in the off-season, this is a book to cherish.