Author: Brian Stoddart
Publisher: Manchester University Press
ISBN: 1526123827
Category : History
Languages : en
Pages : 187
Book Description
Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.
The imperial game
Author: Brian Stoddart
Publisher: Manchester University Press
ISBN: 1526123827
Category : History
Languages : en
Pages : 187
Book Description
Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.
Publisher: Manchester University Press
ISBN: 1526123827
Category : History
Languages : en
Pages : 187
Book Description
Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.
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.
Imperial Games in Tibet
Author: Dilip Sinha
Publisher: Pan Macmillan
ISBN: 8119300165
Category : Political Science
Languages : en
Pages : 344
Book Description
'An essential account of how Tibet became the playground for global geopolitical ambitions and what the future may hold for this precarious region fighting for statehood. Renowned as the ‘roof of the world’, Tibet is both a spiritual bastion and a hotbed of geopolitical intrigue. Its unique location, nestled amidst the majestic Himalaya and the vast Central Asian steppes, has historically attracted imperial contenders, thrusting it into the heart of the Great Game – a stormy nineteenth-century contest for supremacy involving Britain, Russia and China. In Imperial Games in Tibet, former ambassador Dilip Sinha deftly guides us through the region’s complex geopolitical entanglements, charting its history from the rise of Tibetan Buddhism, through the cloak-and-dagger machinations of the Great Game, to its fateful invasion and annexation by China in 1950. In the process, he reveals the real factors leading up to the Fourteenth Dalai Lama’s escape to India in 1959 – an epochal event that drew the newly independent nation into this political maelstrom and heightened Sino-Indian tensions. More than seventy years later, despite citizens protests and global outcry, Chinese ‘suzerainty’ maintains its grip on Tibet, begging the question: Can Tibet ever be free? Drawing from this rich historical tapestry, Imperial Games in Tibet highlights the dire consequences of both international exploitation and neglect of the world’s more vulnerable regions. As Tibet continues its struggle for nationhood, it serves as a clarion call to the global community, urging a renewed commitment to human rights and justice.
Publisher: Pan Macmillan
ISBN: 8119300165
Category : Political Science
Languages : en
Pages : 344
Book Description
'An essential account of how Tibet became the playground for global geopolitical ambitions and what the future may hold for this precarious region fighting for statehood. Renowned as the ‘roof of the world’, Tibet is both a spiritual bastion and a hotbed of geopolitical intrigue. Its unique location, nestled amidst the majestic Himalaya and the vast Central Asian steppes, has historically attracted imperial contenders, thrusting it into the heart of the Great Game – a stormy nineteenth-century contest for supremacy involving Britain, Russia and China. In Imperial Games in Tibet, former ambassador Dilip Sinha deftly guides us through the region’s complex geopolitical entanglements, charting its history from the rise of Tibetan Buddhism, through the cloak-and-dagger machinations of the Great Game, to its fateful invasion and annexation by China in 1950. In the process, he reveals the real factors leading up to the Fourteenth Dalai Lama’s escape to India in 1959 – an epochal event that drew the newly independent nation into this political maelstrom and heightened Sino-Indian tensions. More than seventy years later, despite citizens protests and global outcry, Chinese ‘suzerainty’ maintains its grip on Tibet, begging the question: Can Tibet ever be free? Drawing from this rich historical tapestry, Imperial Games in Tibet highlights the dire consequences of both international exploitation and neglect of the world’s more vulnerable regions. As Tibet continues its struggle for nationhood, it serves as a clarion call to the global community, urging a renewed commitment to human rights and justice.
Gaming Empire in Children's British Board Games, 1836-1860
Author: Megan A. Norcia
Publisher: Routledge
ISBN: 0429559267
Category : Literary Collections
Languages : en
Pages : 252
Book Description
Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.
Publisher: Routledge
ISBN: 0429559267
Category : Literary Collections
Languages : en
Pages : 252
Book Description
Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.
British culture and the end of empire
Author: Stuart Ward
Publisher: Manchester University Press
ISBN: 1526119625
Category : History
Languages : en
Pages : 254
Book Description
This book is the first major attempt to examine the cultural manifestations of the demise of imperialism as a social and political ideology in post-war Britain. Far from being a matter of indifference or resigned acceptance as is often suggested, the fall of the British Empire came as a profound shock to the British national imagination, and resonated widely in British popular culture. The sheer range of subjects discussed, from the satire boom of the 1960s to the worlds of sport and the arts, demonstrates how profoundly decolonisation was absorbed into the popular consciousness. Offers an extremely novel and provocative interpretation of post-war British cultural history, and opens up a whole new field of enquiry in the history of decolonisation.
Publisher: Manchester University Press
ISBN: 1526119625
Category : History
Languages : en
Pages : 254
Book Description
This book is the first major attempt to examine the cultural manifestations of the demise of imperialism as a social and political ideology in post-war Britain. Far from being a matter of indifference or resigned acceptance as is often suggested, the fall of the British Empire came as a profound shock to the British national imagination, and resonated widely in British popular culture. The sheer range of subjects discussed, from the satire boom of the 1960s to the worlds of sport and the arts, demonstrates how profoundly decolonisation was absorbed into the popular consciousness. Offers an extremely novel and provocative interpretation of post-war British cultural history, and opens up a whole new field of enquiry in the history of decolonisation.
Boardgames That Tell Stories
Author: Portal Games
Publisher:
ISBN: 9788360525463
Category : Board gamers
Languages : en
Pages : 266
Book Description
A group of the finest boardgame designers answered Ignacy Trzewiczek's invitation to take part in creating the book. They shared their anecdotes, tips and memoirs, making the book an unique trip over different designing styles, a formidable guide into the world of boardgame creation. Learn about process of design such games like Robinson Crusoe, Pathfinder, Hanabi, Neuroshima Hex and many other!--
Publisher:
ISBN: 9788360525463
Category : Board gamers
Languages : en
Pages : 266
Book Description
A group of the finest boardgame designers answered Ignacy Trzewiczek's invitation to take part in creating the book. They shared their anecdotes, tips and memoirs, making the book an unique trip over different designing styles, a formidable guide into the world of boardgame creation. Learn about process of design such games like Robinson Crusoe, Pathfinder, Hanabi, Neuroshima Hex and many other!--
Star Wars®: Imperial Handbook
Author: Daniel Wallace
Publisher: Chronicle Books
ISBN: 1452145288
Category : Fiction
Languages : en
Pages : 168
Book Description
The exciting next book in the bestselling Jedi/Sith/Bounty Hunter series has arrived! The Empire has taken hold of the galaxy, and high-ranking officials from each branch of the military have created an Imperial Handbook, compiling tactical guidelines and procedures as well as mission reports and classified documents for all newly ascending commanders. This comprehensive manual details secrets of Imperial battle tactics, acceptable actions for bringing swift justice to traitors, and the Emperor's long-term plan for galactic military domination. After the Battle of Endor, this copy of the Imperial Handbook fell into the hands of the Rebel Alliance. Well-known rebels provide a humorous running counter-commentary to the official Imperial propaganda in the form of handwritten annotations in the margins of the pages. © and TM Lucasfilm Ltd. Used Under Authorization
Publisher: Chronicle Books
ISBN: 1452145288
Category : Fiction
Languages : en
Pages : 168
Book Description
The exciting next book in the bestselling Jedi/Sith/Bounty Hunter series has arrived! The Empire has taken hold of the galaxy, and high-ranking officials from each branch of the military have created an Imperial Handbook, compiling tactical guidelines and procedures as well as mission reports and classified documents for all newly ascending commanders. This comprehensive manual details secrets of Imperial battle tactics, acceptable actions for bringing swift justice to traitors, and the Emperor's long-term plan for galactic military domination. After the Battle of Endor, this copy of the Imperial Handbook fell into the hands of the Rebel Alliance. Well-known rebels provide a humorous running counter-commentary to the official Imperial propaganda in the form of handwritten annotations in the margins of the pages. © and TM Lucasfilm Ltd. Used Under Authorization
To Play the Game
Author: J. Bowyer Bell
Publisher: Transaction Publishers
ISBN: 9781412840095
Category : Sports & Recreation
Languages : en
Pages : 204
Book Description
In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.
Publisher: Transaction Publishers
ISBN: 9781412840095
Category : Sports & Recreation
Languages : en
Pages : 204
Book Description
In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.
The Great Game
Author: Peter Hopkirk
Publisher: John Murray
ISBN: 1848544774
Category : History
Languages : en
Pages : 661
Book Description
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.
Publisher: John Murray
ISBN: 1848544774
Category : History
Languages : en
Pages : 661
Book Description
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.
Postmodern Imperialism
Author: Eric Walberg
Publisher: SCB Distributors
ISBN: 0983353964
Category : Political Science
Languages : en
Pages : 293
Book Description
Eric Walberg’s POSTMODERN IMPERIALISM: Geopolitics and the Great Game is a riveting and radically new analysis of the imperialist onslaught which first engulfed the world in successive waves in the 19th–20th centuries and is today hurtling into its endgame. The term “Great Game” was coined in the nineteenth century, reflecting the flippancy of statesmen (and historians) personally untouched by the havoc that they wreaked. What it purported to describe was the rivalry between Russia and Britain over interests in India. But Britain was playing its deadly game across all of Eurasia, from the Balkans and Palestine to China and southeast Asia, alternately undermining and carving up “premodern” states, disrupting the lives of hundreds of millions, with consequences that endure today. With roots in the European enlightenment, shaped by Christian and Jewish cultures, and given economic rationale by industrial capitalism, the inter-imperialist competition turned the entire world into a conflict zone, leaving no territory neutral. The first “game” was brought to a close by the cataclysm of World War I. But that did not mark the end of it. Walberg resurrects the forbidden “i” word to scrutinize an imperialism now in denial, but following the same logic and with equally horrendous human costs. What he terms Great Game II then began, with America eventually uniting its former imperial rivals in an even more deadly game to destroy their common revolutionary antagonist and potential nemesis-communism. Having “won” this game, America and the new player Israel-offspring of the early games-have sought to entrench what Walberg terms “empire and a half” on a now global playing field-using a neoliberal agenda backed by shock and awe. With swift, sure strokes, Walberg paints the struggle between domination and resistance on a global canvas, as imperialism engages its two great challengers-communism and Islam, its secular and religious antidotes. Paul Atwood (War and Empire: The American Way of Life) calls it an “epic corrective”. It is a “carefully argued-and most of all, cliche-smashing-road map” according to Pepe Escobar (journalist Asia Times). Rigorously documented, it is “a valuable resource for all those interested in how imperialism works, and sure to spark discussion about the theory of imperialism”, according to John Bell (Capitalism and the Dialectic).
Publisher: SCB Distributors
ISBN: 0983353964
Category : Political Science
Languages : en
Pages : 293
Book Description
Eric Walberg’s POSTMODERN IMPERIALISM: Geopolitics and the Great Game is a riveting and radically new analysis of the imperialist onslaught which first engulfed the world in successive waves in the 19th–20th centuries and is today hurtling into its endgame. The term “Great Game” was coined in the nineteenth century, reflecting the flippancy of statesmen (and historians) personally untouched by the havoc that they wreaked. What it purported to describe was the rivalry between Russia and Britain over interests in India. But Britain was playing its deadly game across all of Eurasia, from the Balkans and Palestine to China and southeast Asia, alternately undermining and carving up “premodern” states, disrupting the lives of hundreds of millions, with consequences that endure today. With roots in the European enlightenment, shaped by Christian and Jewish cultures, and given economic rationale by industrial capitalism, the inter-imperialist competition turned the entire world into a conflict zone, leaving no territory neutral. The first “game” was brought to a close by the cataclysm of World War I. But that did not mark the end of it. Walberg resurrects the forbidden “i” word to scrutinize an imperialism now in denial, but following the same logic and with equally horrendous human costs. What he terms Great Game II then began, with America eventually uniting its former imperial rivals in an even more deadly game to destroy their common revolutionary antagonist and potential nemesis-communism. Having “won” this game, America and the new player Israel-offspring of the early games-have sought to entrench what Walberg terms “empire and a half” on a now global playing field-using a neoliberal agenda backed by shock and awe. With swift, sure strokes, Walberg paints the struggle between domination and resistance on a global canvas, as imperialism engages its two great challengers-communism and Islam, its secular and religious antidotes. Paul Atwood (War and Empire: The American Way of Life) calls it an “epic corrective”. It is a “carefully argued-and most of all, cliche-smashing-road map” according to Pepe Escobar (journalist Asia Times). Rigorously documented, it is “a valuable resource for all those interested in how imperialism works, and sure to spark discussion about the theory of imperialism”, according to John Bell (Capitalism and the Dialectic).