The World's Game

A History of Soccer

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Author: Bill Murray,William J. Murray

Publisher: University of Illinois Press

ISBN: 9780252067181

Category: Sports & Recreation

Page: 218

View: 2399

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.

African Soccerscapes

How a Continent Changed the World’s Game

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Author: Peter Alegi

Publisher: Ohio University Press

ISBN: 9780896804722

Category: History

Page: 184

View: 7230

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.

The Art of Game Worlds

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Author: Dave Morris,Leo Hartas

Publisher: The Ilex Press Ltd

ISBN: 9781904705345

Category: Computer games

Page: 192

View: 8849

"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.

The World of Scary Video Games

A Study in Videoludic Horror

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Author: Bernard Perron

Publisher: Bloomsbury Publishing USA

ISBN: 1501316222

Category: Games & Activities

Page: 488

View: 2138

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Video Game Worlds

Working at Play in the Culture of EverQuest

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Author: Timothy Rowlands

Publisher: Routledge

ISBN: 1315416034

Category: Social Science

Page: 201

View: 8315

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

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Author: Ross A. Dannenberg

Publisher: American Bar Association

ISBN: 9781604427509

Category: Computers

Page: 270

View: 3219

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 Worlds of Tarot

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Author: Shanddaramon

Publisher: Ken Langer

ISBN: 0578005271

Category: Religion

Page: 224

View: 5867

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.

Die Kunst des Game Designs

Bessere Games konzipieren und entwickeln

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Author: Jesse Schell

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 3958452841

Category: Computers

Page: 680

View: 4140

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

The State of Play

Law, Games, and Virtual Worlds

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Author: Jack Balkin,Beth Simone Noveck

Publisher: NYU Press

ISBN: 081479971X

Category: Games

Page: 304

View: 1738

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.

South Africa and the Global Game

Football, Apartheid and Beyond

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Author: Peter Alegi,Chris Bolsmann

Publisher: Routledge

ISBN: 1317968182

Category: Business & Economics

Page: 186

View: 4748

Firmly situating South African teams, players, and associations in the international framework in which they have to compete, South Africa and the Global Game: Football, Apartheid, and Beyond presents an interdisciplinary analysis of how and why South Africa underwent a remarkable transformation from a pariah in world sport to the first African host of a World Cup in 2010. Written by an eminent team of scholars, this special issue and book aims to examine the importance of football in South African society, revealing how the black oppression transformed a colonial game into a force for political, cultural and social liberation. It explores how the hosting of the 2010 World Cup aims to enhance the prestige of the post-apartheid nation, to generate economic growth and stimulate Pan-African pride. Among the themes dealt with are race and racism, class and gender dynamics, social identities, mass media and culture, and globalization. This collection of original and insightful essays will appeal to specialists in African Studies, Cultural Studies, and Sport Studies, as well as to non-specialist readers seeking to inform themselves ahead of the 2010 World Cup. This book was published as a special issue of Soccer and Society.

The World's Great Chess Games

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Author: Reuben Fine

Publisher: Courier Corporation

ISBN: 9780486245126

Category: Games

Page: 397

View: 5222

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.

Olympic Cities

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

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Author: John R. Gold,Margaret M. Gold

Publisher: Taylor & Francis

ISBN: 0203840747

Category: Political Science

Page: 444

View: 5863

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

The World's Best Party Games

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Author: Sheila Anne Barry

Publisher: Sterling Publishing Company, Inc.

ISBN: 9780806964843

Category: Juvenile Nonfiction

Page: 128

View: 7706

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

The world's best street & yard games

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Author: N.A

Publisher: N.A

ISBN: 9780439283304

Category: Games

Page: 128

View: 1322

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

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

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Author: Ferdig, Richard E.

Publisher: IGI Global

ISBN: 1466640197

Category: Education

Page: 361

View: 8235

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Synthetic Worlds

The Business and Culture of Online Games

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Author: Edward Castronova

Publisher: University of Chicago Press

ISBN: 0226096319

Category: Computers

Page: 344

View: 2793

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

Poker as Life

101 Lessons from the World's Greatest Game

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Author: Lee Robert Schreiber

Publisher: Sterling Publishing Company, Inc.

ISBN: 9781588166852

Category: Games

Page: 239

View: 939

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.