Author: Harry Blutstein
Publisher: McGill-Queen's Press - MQUP
ISBN: 0228006945
Category : Sports & Recreation
Languages : en
Pages : 224
Book Description
The year 1968 was ablaze with passion and mayhem as protests erupted in Paris and Prague, throughout the United States, and in cities on all continents. The Summer Olympic Games in Mexico were to be a moment of respite from chaos. But the image of peace – a white dove – adopted by organizers was an illusion, as was obvious to a record six hundred million people watching worldwide on satellite television. Ten days before the opening ceremony, soldiers slaughtered hundreds of student protesters in the capital. In Games of Discontent Harry Blutstein presents vivid accounts of threatened boycotts to protest racism in the United States, South Africa, and Rhodesia. He describes demonstrations by Czechoslovak gold medal gymnast Věra Čáslavská against the Soviet-led invasion of her country. The most dramatic moment of the Olympic Games was Tommie Smith and John Carlos's black power salute from the podium. Blutstein furnishes new details behind their protest and examines how this iconic image seared itself into historical memory, inspiring Colin Kaepernick and a new generation of athlete-activists to take a knee against racism decades later. The 1968 Summer Games became a microcosm of the discord happening around the globe. Describing a range of protest activities preceding and surrounding the 1968 Olympics, Games of Discontent shines light on the world during a politically transformative moment when discontents were able, for the first time, to globalize their protests.
Games of Discontent
Author: Harry Blutstein
Publisher: McGill-Queen's Press - MQUP
ISBN: 0228006945
Category : Sports & Recreation
Languages : en
Pages : 224
Book Description
The year 1968 was ablaze with passion and mayhem as protests erupted in Paris and Prague, throughout the United States, and in cities on all continents. The Summer Olympic Games in Mexico were to be a moment of respite from chaos. But the image of peace – a white dove – adopted by organizers was an illusion, as was obvious to a record six hundred million people watching worldwide on satellite television. Ten days before the opening ceremony, soldiers slaughtered hundreds of student protesters in the capital. In Games of Discontent Harry Blutstein presents vivid accounts of threatened boycotts to protest racism in the United States, South Africa, and Rhodesia. He describes demonstrations by Czechoslovak gold medal gymnast Věra Čáslavská against the Soviet-led invasion of her country. The most dramatic moment of the Olympic Games was Tommie Smith and John Carlos's black power salute from the podium. Blutstein furnishes new details behind their protest and examines how this iconic image seared itself into historical memory, inspiring Colin Kaepernick and a new generation of athlete-activists to take a knee against racism decades later. The 1968 Summer Games became a microcosm of the discord happening around the globe. Describing a range of protest activities preceding and surrounding the 1968 Olympics, Games of Discontent shines light on the world during a politically transformative moment when discontents were able, for the first time, to globalize their protests.
Publisher: McGill-Queen's Press - MQUP
ISBN: 0228006945
Category : Sports & Recreation
Languages : en
Pages : 224
Book Description
The year 1968 was ablaze with passion and mayhem as protests erupted in Paris and Prague, throughout the United States, and in cities on all continents. The Summer Olympic Games in Mexico were to be a moment of respite from chaos. But the image of peace – a white dove – adopted by organizers was an illusion, as was obvious to a record six hundred million people watching worldwide on satellite television. Ten days before the opening ceremony, soldiers slaughtered hundreds of student protesters in the capital. In Games of Discontent Harry Blutstein presents vivid accounts of threatened boycotts to protest racism in the United States, South Africa, and Rhodesia. He describes demonstrations by Czechoslovak gold medal gymnast Věra Čáslavská against the Soviet-led invasion of her country. The most dramatic moment of the Olympic Games was Tommie Smith and John Carlos's black power salute from the podium. Blutstein furnishes new details behind their protest and examines how this iconic image seared itself into historical memory, inspiring Colin Kaepernick and a new generation of athlete-activists to take a knee against racism decades later. The 1968 Summer Games became a microcosm of the discord happening around the globe. Describing a range of protest activities preceding and surrounding the 1968 Olympics, Games of Discontent shines light on the world during a politically transformative moment when discontents were able, for the first time, to globalize their protests.
Games of Empire
Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 425
Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 425
Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
The Winter of Discontent
Author: Tara Martin López
Publisher: Liverpool University Press
ISBN: 1781386013
Category : History
Languages : en
Pages : 253
Book Description
A reassessment of the myth of the British ‘Winter of Discontent’, 1978–79, from the perspective of those involved, in particular, grassroots activists and the growing number of female activists.
Publisher: Liverpool University Press
ISBN: 1781386013
Category : History
Languages : en
Pages : 253
Book Description
A reassessment of the myth of the British ‘Winter of Discontent’, 1978–79, from the perspective of those involved, in particular, grassroots activists and the growing number of female activists.
AI for Games, Third Edition
Author: Ian Millington
Publisher: CRC Press
ISBN: 1351053299
Category : Art
Languages : en
Pages : 1031
Book Description
AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process
Publisher: CRC Press
ISBN: 1351053299
Category : Art
Languages : en
Pages : 1031
Book Description
AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process
Real Games
Author: Mia Consalvo
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Party Games
Author: Mark Wahlgren Summers
Publisher: Univ of North Carolina Press
ISBN: 0807863750
Category : History
Languages : en
Pages : 372
Book Description
Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carnival, but he adds a cautionary note about the dark recesses: vote-buying, election-rigging, blackguarding, news suppression, and violence. Summers also points out that hardball politics and third-party challenges helped make the parties more responsive. Ballyhoo did not replace government action. In order to maintain power, major parties not only rigged the system but also gave dissidents part of what they wanted. The persistence of a two-party system, Summers concludes, resulted from its adaptability, as well as its ruthlessness. Even the reform of political abuses was shaped to fit the needs of the real owners of the political system--the politicians themselves.
Publisher: Univ of North Carolina Press
ISBN: 0807863750
Category : History
Languages : en
Pages : 372
Book Description
Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carnival, but he adds a cautionary note about the dark recesses: vote-buying, election-rigging, blackguarding, news suppression, and violence. Summers also points out that hardball politics and third-party challenges helped make the parties more responsive. Ballyhoo did not replace government action. In order to maintain power, major parties not only rigged the system but also gave dissidents part of what they wanted. The persistence of a two-party system, Summers concludes, resulted from its adaptability, as well as its ruthlessness. Even the reform of political abuses was shaped to fit the needs of the real owners of the political system--the politicians themselves.
Global Games
Author: Maarten van Bottenburg
Publisher: University of Illinois Press
ISBN: 9780252026546
Category : Social Science
Languages : en
Pages : 304
Book Description
A detailed and coherent account of the social significance and the politics underlying sports, Global Games demonstrates that sports are not a trivial pursuit but are deeply embedded in the way individuals and nations wish to be perceived. Book jacket.
Publisher: University of Illinois Press
ISBN: 9780252026546
Category : Social Science
Languages : en
Pages : 304
Book Description
A detailed and coherent account of the social significance and the politics underlying sports, Global Games demonstrates that sports are not a trivial pursuit but are deeply embedded in the way individuals and nations wish to be perceived. Book jacket.
The Hidden Games of Organizations
Author: Mara Selvini Palazzoli
Publisher: Taylor & Francis
ISBN: 1000101967
Category : Business & Economics
Languages : en
Pages : 206
Book Description
This book describes conflicts inside four organizations: a corporation, a hospital unit, a training institute, and a school. It explains what solutions were recommended and stresses the importance of communication to create good working conditions in the organizations.
Publisher: Taylor & Francis
ISBN: 1000101967
Category : Business & Economics
Languages : en
Pages : 206
Book Description
This book describes conflicts inside four organizations: a corporation, a hospital unit, a training institute, and a school. It explains what solutions were recommended and stresses the importance of communication to create good working conditions in the organizations.
Power and Discontent
Author: William A. Gamson
Publisher:
ISBN:
Category :
Languages : en
Pages : 208
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 208
Book Description
House of Games
Author: Chris Johnston
Publisher: Psychology Press
ISBN: 9780878300891
Category : Acting
Languages : en
Pages : 292
Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Publisher: Psychology Press
ISBN: 9780878300891
Category : Acting
Languages : en
Pages : 292
Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.