Author: John P. Rossi
Publisher: McFarland
ISBN: 0786481560
Category : Sports & Recreation
Languages : en
Pages : 265
Book Description
Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.
A Whole New Game
Author: John P. Rossi
Publisher: McFarland
ISBN: 0786481560
Category : Sports & Recreation
Languages : en
Pages : 265
Book Description
Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.
Publisher: McFarland
ISBN: 0786481560
Category : Sports & Recreation
Languages : en
Pages : 265
Book Description
Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.
A Whole New Ballgame
Author: Phil Bildner
Publisher: Macmillan
ISBN: 0374301301
Category : Juvenile Fiction
Languages : en
Pages : 253
Book Description
A school, sports, and friendship story perfect for fans of Mike Lupica's Comeback Kids.
Publisher: Macmillan
ISBN: 0374301301
Category : Juvenile Fiction
Languages : en
Pages : 253
Book Description
A school, sports, and friendship story perfect for fans of Mike Lupica's Comeback Kids.
A Whole New Ball Game
Author: Allen Guttmann
Publisher: UNC Press Books
ISBN: 9780807842201
Category : Sports & Recreation
Languages : en
Pages : 248
Book Description
Traces the development of modern collegiate and professional sports, explains how they reflect American culture, and looks at the role sports have played in Americanizing immigrants
Publisher: UNC Press Books
ISBN: 9780807842201
Category : Sports & Recreation
Languages : en
Pages : 248
Book Description
Traces the development of modern collegiate and professional sports, explains how they reflect American culture, and looks at the role sports have played in Americanizing immigrants
A Whole New Ball Game
Author: Sue Macy
Publisher: Macmillan
ISBN: 0805019421
Category : Juvenile Nonfiction
Languages : en
Pages : 161
Book Description
"An interesting and informative look at the All-American Girls Professional Baseball League that operated from 1945–1954.... A significant title." --School Library Journal, starred review
Publisher: Macmillan
ISBN: 0805019421
Category : Juvenile Nonfiction
Languages : en
Pages : 161
Book Description
"An interesting and informative look at the All-American Girls Professional Baseball League that operated from 1945–1954.... A significant title." --School Library Journal, starred review
A Whole New Ball Game
Author: Belle Payton
Publisher: Simon and Schuster
ISBN: 1481406434
Category : Juvenile Fiction
Languages : en
Pages : 81
Book Description
Middle school gets multiplied in this new series about twins Alex and Ava, whose father is the coach of a small-town Texas football team! When twelve-year-old twins Alex and Ava Sackett move from the East Coast to Texas so their dad can coach an elite high school football team, they have to get used to not only a whole new school and town, but also the fame that comes with being football’s first family. They’ve got a plan to make it through: stick together! Because even though Alex and Ava are total opposites, they’ve always stuck together. But then Ava cuts her hair short, and Alex fears that Ava wants a new town to mean a new start—as an individual. At the same time, Alex’s concern has Ava wondering if she’s no longer cool enough for her twin. Are Alex and Ava still the same dynamic duo they’ve always been, or are they headed down different paths?
Publisher: Simon and Schuster
ISBN: 1481406434
Category : Juvenile Fiction
Languages : en
Pages : 81
Book Description
Middle school gets multiplied in this new series about twins Alex and Ava, whose father is the coach of a small-town Texas football team! When twelve-year-old twins Alex and Ava Sackett move from the East Coast to Texas so their dad can coach an elite high school football team, they have to get used to not only a whole new school and town, but also the fame that comes with being football’s first family. They’ve got a plan to make it through: stick together! Because even though Alex and Ava are total opposites, they’ve always stuck together. But then Ava cuts her hair short, and Alex fears that Ava wants a new town to mean a new start—as an individual. At the same time, Alex’s concern has Ava wondering if she’s no longer cool enough for her twin. Are Alex and Ava still the same dynamic duo they’ve always been, or are they headed down different paths?
A Whole New Game
Author: Neil Longley
Publisher: Douglas & McIntyre
ISBN: 1771623810
Category : Sports & Recreation
Languages : en
Pages : 301
Book Description
Hockey used to be Canada’s game. What happened? A renowned sports expert details the sellout of a sport Canada once dominated to big-money U.S. corporatization and enumerates the effects, including declining amateur participation and audience size. Hockey is still Canada’s most popular spectator sport. Yet, many fans question how organized hockey serves the country of its origin as they watch the NHL expand ever deeper into an indifferent American south, taking the best young Canadian talent and leaving major Canadian markets in Quebec, the Maritimes and the Prairies in the cold. Minor hockey, once the pride of smaller communities, now serves as a brutal corporate feeder system for the NHL, treating underpaid teenagers like chattel, often shipping players as young as fourteen far away from their homes and families on short notice. Neil Longley contrasts the current state of the game with the way it was before the expansion era, when hockey teams were nurtured and supported at the community level, a system still practiced in much of Europe. In one of the most perceptive and authoritative analyses yet written on modern hockey history, Professor Longley finds no magic formula for putting heart and local pride back in Canada’s game, but makes a strong case for placing today’s corporate system “in a more realistic, less-Disneyfied, less sanitized, context.”
Publisher: Douglas & McIntyre
ISBN: 1771623810
Category : Sports & Recreation
Languages : en
Pages : 301
Book Description
Hockey used to be Canada’s game. What happened? A renowned sports expert details the sellout of a sport Canada once dominated to big-money U.S. corporatization and enumerates the effects, including declining amateur participation and audience size. Hockey is still Canada’s most popular spectator sport. Yet, many fans question how organized hockey serves the country of its origin as they watch the NHL expand ever deeper into an indifferent American south, taking the best young Canadian talent and leaving major Canadian markets in Quebec, the Maritimes and the Prairies in the cold. Minor hockey, once the pride of smaller communities, now serves as a brutal corporate feeder system for the NHL, treating underpaid teenagers like chattel, often shipping players as young as fourteen far away from their homes and families on short notice. Neil Longley contrasts the current state of the game with the way it was before the expansion era, when hockey teams were nurtured and supported at the community level, a system still practiced in much of Europe. In one of the most perceptive and authoritative analyses yet written on modern hockey history, Professor Longley finds no magic formula for putting heart and local pride back in Canada’s game, but makes a strong case for placing today’s corporate system “in a more realistic, less-Disneyfied, less sanitized, context.”
The New Game Makers Bible
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 322
Book Description
The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 322
Book Description
The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.
Scouting
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 632
Book Description
Published by the Boy Scouts of America for all BSA registered adult volunteers and professionals, Scouting magazine offers editorial content that is a mixture of information, instruction, and inspiration, designed to strengthen readers' abilities to better perform their leadership roles in Scouting and also to assist them as parents in strengthening families.
Publisher:
ISBN:
Category :
Languages : en
Pages : 632
Book Description
Published by the Boy Scouts of America for all BSA registered adult volunteers and professionals, Scouting magazine offers editorial content that is a mixture of information, instruction, and inspiration, designed to strengthen readers' abilities to better perform their leadership roles in Scouting and also to assist them as parents in strengthening families.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Game Design
Author: Jim Thompson
Publisher: John Wiley & Sons
ISBN: 0471968943
Category : Computers
Languages : en
Pages : 193
Book Description
Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.
Publisher: John Wiley & Sons
ISBN: 0471968943
Category : Computers
Languages : en
Pages : 193
Book Description
Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.