America S Game S

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America's Game

Author : Michael MacCambridge
Publisher : Anchor
Page : 610 pages
File Size : 48,9 Mb
Release : 2008-11-26
Category : Sports & Recreation
ISBN : 9780307481436

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America's Game by Michael MacCambridge Pdf

It’s difficult to imagine today—when the Super Bowl has virtually become a national holiday and the National Football League is the country’s dominant sports entity—but pro football was once a ramshackle afterthought on the margins of the American sports landscape. In the span of a single generation in postwar America, the game charted an extraordinary rise in popularity, becoming a smartly managed, keenly marketed sports entertainment colossus whose action is ideally suited to television and whose sensibilities perfectly fit the modern age. America’s Game traces pro football’s grand transformation, from the World War II years, when the NFL was fighting for its very existence, to the turbulent 1980s and 1990s, when labor disputes and off-field scandals shook the game to its core, and up to the sport’s present-day preeminence. A thoroughly entertaining account of the entire universe of professional football, from locker room to boardroom, from playing field to press box, this is an essential book for any fan of America’s favorite sport.

Playing Games in Nineteenth-Century Britain and America

Author : Ann R. Hawkins,Erin N. Bistline,Catherine S. Blackwell,Maura Ives
Publisher : State University of New York Press
Page : 322 pages
File Size : 52,9 Mb
Release : 2021-11-01
Category : History
ISBN : 9781438485560

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Playing Games in Nineteenth-Century Britain and America by Ann R. Hawkins,Erin N. Bistline,Catherine S. Blackwell,Maura Ives Pdf

A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

America's Game(s)

Author : Benjamin Eastman,Michael Ralph,Sean Brown
Publisher : Routledge
Page : 202 pages
File Size : 53,5 Mb
Release : 2007-12-12
Category : History
ISBN : 9781136802638

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America's Game(s) by Benjamin Eastman,Michael Ralph,Sean Brown Pdf

This book considers how to locate America in the sporting world and howAmerican Sport should reflect the vast networks of expertise, finance, and performance moving out from American athletic body as well as the influx of talent coming from abroad.

Atari Age

Author : Michael Z. Newman
Publisher : MIT Press
Page : 266 pages
File Size : 48,8 Mb
Release : 2017
Category : Games & Activities
ISBN : 9780262035712

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Atari Age by Michael Z. Newman Pdf

The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Video Games and Spatiality in American Studies

Author : Dietmar Meinel
Publisher : Walter de Gruyter GmbH & Co KG
Page : 301 pages
File Size : 50,6 Mb
Release : 2022-02-21
Category : History
ISBN : 9783110675184

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Video Games and Spatiality in American Studies by Dietmar Meinel Pdf

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Video Games and American Culture

Author : Aaron A. Toscano
Publisher : Rowman & Littlefield
Page : 163 pages
File Size : 49,6 Mb
Release : 2019-12-12
Category : Social Science
ISBN : 9781793601315

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Video Games and American Culture by Aaron A. Toscano Pdf

Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.

Historicizing the Pan-American Games

Author : Bruce Kidd,Cesar Torres
Publisher : Routledge
Page : 242 pages
File Size : 42,5 Mb
Release : 2018-04-19
Category : Political Science
ISBN : 9781315414270

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Historicizing the Pan-American Games by Bruce Kidd,Cesar Torres Pdf

The Pan-American Games, begun officially in 1951 in Buenos Aires and held in every region of the western hemisphere, have become one of the largest multi-sport games in the world. 6,132 athletes from 41 countries competed in 48 sports in the 2015 Games in Toronto, Canada. The Games are simultaneously an avenue for the spread of the Olympic Movement across the Americas, a stage for competing ideologies of Pan-American unity, and an occasion for host city infrastructural stimulus and economic development. And yet until this volume, the Games have never been studied as a single entity from a scholarly viewpoint. Historicizing the Pan-American Games presents 12 original articles on the Games. Topics range from the origins of the Games in the period between the world wars, to their urban, hemispheric and cultural legacies, to the policy implications of specific Games for international sport. The entire collection is set against the shifting economic, social, political, cultural, sporting and artistic contexts of the turbulent western hemisphere. Historicizing the Pan-American Games makes a significant contribution to the literature on major games, Olympic sport and sport in the western hemisphere. This book was previously published as a special issue of The International Journal of the History of Sport.

Handbook of American Indian Games

Author : Allan A. Macfarlan,Paulette Jumeau Macfarlan
Publisher : Courier Corporation
Page : 282 pages
File Size : 42,8 Mb
Release : 1985-01-01
Category : History
ISBN : 0486248372

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Handbook of American Indian Games by Allan A. Macfarlan,Paulette Jumeau Macfarlan Pdf

150 games for camp and recreation leaders, preteen to adult level.

Games and Play in the Theater of Spanish American Women

Author : Catherine Larson
Publisher : Bucknell University Press
Page : 224 pages
File Size : 43,7 Mb
Release : 2004
Category : Drama
ISBN : 0838755690

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Games and Play in the Theater of Spanish American Women by Catherine Larson Pdf

In the seventeen dramatic texts examined in this study, women writers from Spanish America have self-consciously incorporated games into their plays' structures to highlight from a woman's perspective the idea that life, as well as the theatre, is a game. Some dramas are so overtly about games that the word appears significantly in their titles. Others reflect game playing in less direct ways or connect metatheatrical examinations of role-playing to the ludic. In every drama examined, however, a game of some sort plays a key role in the construction of the playtest. By looking at the nature and number of the games played in these women-authored dramas from the past fifty years, we can see the ways in which play is used to effect social control and the connections between play and aggression, gender, history and politics. In these representative dramas, the theatre serves as a vehicle for encouraging audiences to think about (if not act upon) the issues that have shaped Spanish America. Games, rules, winners and losers join together as the playwrights explore events and times of fundamental importance in the countries' historical and political evolutions.

Games and Strategies for Teaching U.S. History

Author : Marvin B. Scott
Publisher : Walch Publishing
Page : 164 pages
File Size : 49,9 Mb
Release : 1998
Category : Education
ISBN : 0825137721

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Games and Strategies for Teaching U.S. History by Marvin B. Scott Pdf

Developed by an acclaimed history teacher in Iowa, this popular resource includes 14 simulations, debates, quiz games and strategy games. It covers key topics from the first explorers to the 2000 presidential elections. Convene a constitutional convention, re-fight the Civil War, relive the Crash of ’29, and much more. Use this ingenious text to reinvigorate your history classes.

Rockstar Games and American History

Author : Esther Wright
Publisher : Walter de Gruyter GmbH & Co KG
Page : 282 pages
File Size : 42,5 Mb
Release : 2022-08-22
Category : History
ISBN : 9783110716610

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Rockstar Games and American History by Esther Wright Pdf

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past –– and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.

Fun With Games of Rummy: America's Most Popular Game

Author : William S. Root
Publisher : Read Books Ltd
Page : 72 pages
File Size : 44,5 Mb
Release : 2016-09-06
Category : Games & Activities
ISBN : 9781473356696

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Fun With Games of Rummy: America's Most Popular Game by William S. Root Pdf

Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. We are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.

Cultural Code

Author : Phillip Penix-Tadsen
Publisher : MIT Press
Page : 345 pages
File Size : 53,6 Mb
Release : 2016-02-12
Category : Games & Activities
ISBN : 9780262034050

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Cultural Code by Phillip Penix-Tadsen Pdf

How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Games and Songs of American Children

Author : William Wells Newell
Publisher : Unknown
Page : 270 pages
File Size : 51,5 Mb
Release : 1883
Category : Children's songs
ISBN : PSU:000006665678

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Games and Songs of American Children by William Wells Newell Pdf

The Rubber-ball Games of the Americas

Author : American Ethnological Society,Theodore Stern
Publisher : Unknown
Page : 142 pages
File Size : 55,6 Mb
Release : 1940
Category : Ball games
ISBN : OSU:32435027239813

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The Rubber-ball Games of the Americas by American Ethnological Society,Theodore Stern Pdf