The World's Game

A History of Soccer


Author: Bill Murray,William J. Murray

Publisher: University of Illinois Press

ISBN: 9780252067181

Category: Sports & Recreation

Page: 218

View: 652

Known as much for the emotional outbursts and violence of its fans as for its own stars, soccer (or football, as it is known outside the United States) is a global game. Its international controlling body, FIFA, boasts more members than the United Nations. Bill Murray traces the growth of what during pre-industrial times was called "the simplest game" through its codification in the nineteenth century to the 1994 World Cup, held for the first time in the United States. Murray weaves the sport's growth into the culture and politics of the countries where it has been taken up, analyzing its reputation as a game that has seen more riots and on-field brawls than all other types of football combined. He vividly illustrates how soccer has become the world's most popular sport, one that has resisted the interference of politicians, dictators, and profiteers and - more recently - the demands of television, through which it has spread to virtually every corner of the globe. The World's Game will be entertaining and enlightening to anyone from the most avid, knowledgeable fan to those who merely hope to learn a little about the sport.

The Art of Game Worlds


Author: Dave Morris,Leo Hartas

Publisher: The Ilex Press Ltd

ISBN: 9781904705345

Category: Computer games

Page: 192

View: 2518

"Whether you are a designer looking for creative tips, an artist seeking inspiration or a player with a passion for games, The Art of Game Worlds is an invaluable guide to the creativity on display in games today. Subjects range from purely imaginative vistas of the wildest fantasy and science fiction to the meticulously re-created landscapes and cities of real-life games. Interviews with the artists and game creators give practical and inspirational insights into these fabulous worlds, while concept and production artwork reveals the behind-the scenes work that often goes unnoticed because of the frantic pace of games. Take this opportunity to fully appreciate the talent and ingenuity that goes into making your favourite games breathtakingly beautiful and realistic." -- ILEX.

African Soccerscapes

How a Continent Changed the World’s Game


Author: Peter Alegi

Publisher: Ohio University Press

ISBN: 9780896804722

Category: History

Page: 184

View: 8731

From Accra and Algiers to Zanzibar and Zululand, Africans have wrested control of soccer from the hands of Europeans, and through the rise of different playing styles, the rituals of spectatorship, and the presence of magicians and healers, have turned soccer into a distinctively African activity. African Soccerscapes explores how Africans adopted soccer for their own reasons and on their own terms. Soccer was a rare form of “national culture” in postcolonial Africa, where stadiums and clubhouses became arenas in which Africans challenged colonial power and expressed a commitment to racial equality and self-determination. New nations staged matches as part of their independence celebrations and joined the world body, FIFA. The Confédération africaine de football democratized the global game through antiapartheid sanctions and increased the number of African teams in the World Cup finals. In this compact, highly readable book Alegi shows that the result of this success has been the departure of huge numbers of players to overseas clubs and the growing influence of private commercial interests on the African game. But the growth of women’s soccer and South Africa’s hosting of the 2010 World Cup also challenge the one-dimensional notion of Africa as a backward, “tribal” continent populated by victims of war, corruption, famine, and disease.

Video Game Worlds

Working at Play in the Culture of EverQuest


Author: Timothy Rowlands

Publisher: Routledge

ISBN: 1315416034

Category: Social Science

Page: 201

View: 7044

As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.

Computer Games and Virtual Worlds

A New Frontier in Intellectual Property Law


Author: Ross A. Dannenberg

Publisher: American Bar Association

ISBN: 9781604427509

Category: Computers

Page: 270

View: 3767

This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.

The World's Game


Author: Eric Sennevoight

Publisher: CreateSpace

ISBN: 9781503228627


Page: 402

View: 7797

Welcome to The Bay at Palatine Rimes! Escape the strife of hectic city living and choose the splendor of an oceanside paradise. Trade your cramped apartment for the expanse of a sun-soaked home amid fresh breezes blowing tall, elegant palms. Tired of your old life? Let Palatine Rimes control your mind and thoroughly eradicate the notion that you were ever a secret agent. Learn that your friends aren't who they say. Uncover a vast conspiracy and battle legions of henchmen in their sinister lair. Like thinking you're crazy? Then you've come to the right place. Palatine Rimes' courteous staff works round the clock to perpetuate that very notion and hide the truth at any cost. Welcome to The Bay at Palatine Rimes! You're not going anywhere.

The State of Play

Law, Games, and Virtual Worlds


Author: Jack Balkin,Beth Simone Noveck

Publisher: NYU Press

ISBN: 081479971X

Category: Games

Page: 304

View: 1382

The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.

Olympic Cities

City Agendas, Planning, and the World’s Games, 1896 – 2016


Author: John R. Gold,Margaret M. Gold

Publisher: Routledge

ISBN: 1136893725

Category: Political Science

Page: 464

View: 6413

Providing a full overview of the changing relationship between cities and the Olympic events, this substantially revised and enlarged edition builds on the success of its predecessor. Its coverage takes account of important new scholarship as well as adding reflections on the experience of staging Beijing 2008 and Vancouver 2010, the state of preparations for London 2012, and the plans for the Games scheduled for Sochi in 2014 and Rio de Janeiro 2016. The book is divided into three parts that provide overviews of the urban legacy of the four component Olympic festivals, systematic surveys of five key aspects of activity involved in staging the Olympics and ten chronologically arranged portraits of host cities. As controversy over the growing size and expense of the Olympics continues, this timely assessment of the Games’ development and the complex agendas that host cities attach to the event will be essential reading for urban and sports historians, urban geographers, planners and all concerned with understanding the relationship between cities and culture. Olympic Cities is one of the Routledge books of the month for December 2010

Poker as Life

101 Lessons from the World's Greatest Game


Author: Lee Robert Schreiber

Publisher: Sterling Publishing Company, Inc.

ISBN: 9781588166852

Category: Games

Page: 239

View: 8576

A dedicated poker player shares his expertise on the game, as well as the lessons and wisdom he learned at the poker table, including the principles of finance and money management, risk and reward, probability and odds, sociology, literature, and the psychology of human nature. Reprint.

The world's best street & yard games


Author: N.A

Publisher: N.A

ISBN: 9780439283304

Category: Games

Page: 128

View: 6397

Presents instructions for approximately 100 outdoor action games filled with chases, surprises, and good-natured roughhousing for all ages.

Synthetic Worlds

The Business and Culture of Online Games


Author: Edward Castronova

Publisher: University of Chicago Press

ISBN: 0226096319

Category: Computers

Page: 344

View: 2564

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Game Worlds Get Real: How Who We Are Online Became Who We Are Offline


Author: Zek Valkyrie

Publisher: ABC-CLIO

ISBN: 1440851298

Category: Art

Page: 246

View: 3852

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. • Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play • Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

Elsevier's Dictionary of the World's Game and Wildlife

In English, Latin, French, German, Dutch, and Spanish with Equivalents in Afrikaans and Kiswahili, with Thirteen Original Drawings by the Author


Author: N.A

Publisher: Elsevier Science Limited


Category: Reference

Page: 426

View: 9426

This dictionary provides information on animal species and terminology concerning hunting and wildlife management. Basic to the whole book is a concern for reconciling hunting and wildlife conservation, the former being viewed as the wise exploitation of a valuable natural resource compatible with the practice of an enjoyable field sport, and the latter being viewed as active conservation as opposed to static preservation.The first part includes lists of animal species (and subspecies) which can be considered "game" in a wide sense, i.e. not only those which are the object of direct exploitation by shooting or other forms of hunting, but also species of interest from the point of view of wildlife conservation in general, biological equilibrium or tourism (1,800 entries). These lists are arranged in systematic order for each main region of the world, including the oceans (sea mammals and sea-birds).The second part of the dictionary presents for the first time in the international literature on wildlife and hunting, equivalents in all five languages (English, French, German, Dutch and Spanish) of terms concerning game and hunting, in use in countries with sometimes different contexts and practices, but largely similar traditions and philosophies of hunting and wildlife management. Terminology is given which relates to the main game animals and game birds (sex and age, parts of the body, reproduction, habits, feeding, trophies etc.), sporting arms and equipment, hounds and gun dogs, hunting methods including hunting with hounds and falconry, wildlife management, and game diseases (1,550 entries).The book includes 13 drawings by the author and a bibliography listing some 200 references. It is arranged in systematic order with alphabetical indexes for each language: English, Latin, French, German, Dutch, Spanish, and Afrikaans and Kiswahili for species found in southern Africa and eastern Africa respectively. This dictionary is of special value to zoologists and wildlife managers as well as to hunters, but also to non-specialists in the general public who are interested in wildlife from an intellectual, ethic and aesthetic point of view. It is also useful to suppliers of sporting arms and equipment and to veterinarians.

Games in the Global Village

A 50-nation Study of Entertainment Television


Author: Anne Cooper-Chen

Publisher: Popular Press

ISBN: 9780879725990

Category: Performing Arts

Page: 319

View: 5707

Q. What is the most-watched TV format in history, seen by about 100 million people weekly around the world? A. Wheel of Fortune, a game show. Without putdowns or pandering, the author looks at 260 such shows, concluding that culture has triumphed over technology. For despite our capacity to transmit the same content world-wide, McLuhan's global village has not come to pass. Technology has, however, encouraged already-existing "cultural continents" to coalesce. About one-third of the world's game shows have been licensed or adapted from another country, especially from the United States. Conversely, a single program can cross borders unchanged, such as Sabado Gigante, which appeals to Spanish speakers in 18 countries. The first truly global study of TV entertainment, this book includes interviews with producers, contestants, and licensers. With its tables, illustrations and appendices, the text provides details on content and audiences, as well as explanatory overviews.

Monopoly, the Story Behind the World's Best-selling Game


Author: Rod Kennedy,Jim Waltzer

Publisher: Gibbs Smith

ISBN: 9781586853228

Category: Games

Page: 96

View: 9898

Most people probably don't think about the fact that the colored properties on the Monopoly board are based on real places in a real city, they just know that Monopoly was the best way to pass a rainy Saturday afternoon with family and friends. Now, the whole story of game and the place it is based on is revealed in Monopoly & Atlantic City ... The Game and the Reality by Rod Kennedy, Jr. < BR>Take a virtual walk down Boardwalk and advance to St. Charles Place through this fascinating visualization of the classic Monopoly game board illustrated with Atlantic City images that brings to life, for the very first time, the very real place upon which this game is based.

The World's Great Chess Games


Author: Reuben Fine

Publisher: Courier Corporation

ISBN: 9780486245126

Category: Games

Page: 397

View: 5086

Noted chess author annotates great contests beginning with 16th-century master Ruy Lopez. Concise, illustrated analysis of games by Morphy, Steinitz, Lasker, Capablanca, Fischer, Karpov, many more. Much chess expertise plus revealing anecdotes and behind-the-scenes stories of celebrated combatants. Illustrated.

Besser als die Wirklichkeit!

Warum wir von Computerspielen profitieren und wie sie die Welt verändern


Author: Jane McGonigal

Publisher: Heyne Verlag

ISBN: 364109741X

Category: Social Science

Page: 496

View: 2824

Warum Computerspiele nicht blöd, sondern schlau machen Die Menschheit spielt. Immerzu. Überall. Ununterbrochen. Über 3 Milliarden Stunden werden jede Woche weltweit mit Spielen verbracht. Und die Zahl wächst, denn immer mehr Menschen erliegen der Faszination von Computerspielen. Aber muss man deshalb klagen über Isolation und Kulturverfall? – Jane McGonigal, laut »BusinessWeek« eine der zehn wichtigsten und innovativsten Spieleentwicklerinnen der Welt, kehrt die Perspektive um und stellt die spannende Frage: Was, wenn wir die immense Kreativität, die Leidenschaft und das Engagement, das wir ins Spielen investieren, für die reale Welt nutzbar machen? Computerspiele bieten Belohnungen, Herausforderungen und Siege, die uns die reale Welt nur allzu oft vorenthält. Aber wer sagt, dass wir das Potenzial von Spielen allein zur Wirklichkeitsflucht und zu Unterhaltungszwecken nutzen müssen? Für Jane McGonigal sind Gamer hoch kompetente Problemlöser und passionierte Teamplayer. Ihre bestechende These: Nutzen wir diese enormen Ressourcen doch, um unsere sozialen, wirtschaftlichen oder medizinischen Probleme zu lösen! Ein überwältigend neuer und überzeugender Blick auf die positive Wirkung, die im Spielen steckt – eine bahnbrechende Analyse, mit der Jane McGonigal eindrucksvoll bestätigt, dass sie von der Zeitschrift »Fast Company« zu Recht unter die »100 kreativsten Menschen der Wirtschaft« gewählt wurde!

The Worlds of Tarot


Author: Shanddaramon

Publisher: Ken Langer

ISBN: 0578005271

Category: Religion

Page: 224

View: 9222

Explore novel and fascinating ways to learn, explore, create, and have fun with the many worlds of Tarot cards. Within the pages of this book are new and interesting card spreads, ways to discover things about yourself and the world around you, interesting correspondences, and new and exciting games.

The World's Best Party Games


Author: Sheila Anne Barry

Publisher: Sterling Publishing Company, Inc.

ISBN: 9780806964843

Category: Juvenile Nonfiction

Page: 128

View: 1902

Presents instructions for more than 100 easy-to-play party games for all ages.