The Game Before the Game

The Game Before the Game
Author: Lynn Marriott
Publisher: Penguin
Total Pages: 226
Release: 2007-10-04
Genre: Sports & Recreation
ISBN: 1440620636

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The authors of the smash hit Every Shot Must Have a Purpose put the golf back in golf practice, with a revolutionary approach that replaces rote sessions with dynamic, proven drills. As coaches to golf?s top players, Lynn Marriott and Pia Nilsson have created brilliant new mind- body strategies for every aspect of the game. With The Game Before the Game, they showcase their unique approach to practice, with winning techniques that ensure those hours on the driving range and practice green aren?t wasted on reinforcing bad habits. The authors identify three essential types of practice: ? Warm-up: getting not only the muscles but also the mind in gear ? Maintenance: intended to prevent your swing from drifting between rounds ? Preparation: adding numerous new shots to your repertoire From there, the authors outline pro-tested drills that help you find your swing rhythm, visualize success off the course, simplify putting, break through skill plateaus, and much more. Each chapter concludes with a memorable ?swing key? for translating practice into success during the real thing.

Before the Crash

Before the Crash
Author: Mark J. P. Wolf
Publisher: Wayne State University Press
Total Pages: 270
Release: 2012-06-15
Genre: Games & Activities
ISBN: 0814337228

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Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.

The Game

The Game
Author: George Howe Colt
Publisher: Scribner
Total Pages: 400
Release: 2019-10-08
Genre: History
ISBN: 1501104799

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*A New York Times Notable Book* *A Kirkus Reviews Best Book of the Year* From the bestselling National Book Award finalist and author of The Big House comes “a well-blended narrative packed with top-notch reporting and relevance for our own time” (The Boston Globe) about the young athletes who battled in the legendary Harvard-Yale football game of 1968 amidst the sweeping currents of one of the most transformative years in American history. On November 23, 1968, there was a turbulent and memorable football game: the season-ending clash between Harvard and Yale. The final score was 29-29. To some of the players, it was a triumph; to others a tragedy. And to many, the reasons had as much to do with one side’s miraculous comeback in the game’s final forty-two seconds as it did with the months that preceded it, months that witnessed the assassinations of Martin Luther King and Robert F. Kennedy, police brutality at the Democratic National Convention, inner-city riots, campus takeovers, and, looming over everything, the war in Vietnam. George Howe Colt’s The Game is the story of that iconic American year, as seen through the young men who lived it and were changed by it. One player had recently returned from Vietnam. Two were members of the radical antiwar group SDS. There was one NFL prospect who quit to devote his time to black altruism; another who went on to be Pro-Bowler Calvin Hill. There was a guard named Tommy Lee Jones, and fullback who dated a young Meryl Streep. They played side by side and together forged a moment of startling grace in the midst of the storm. “Vibrant, energetic, and beautifully structured” (NPR), this magnificent and intimate work of history is the story of ordinary people in an extraordinary time, and of a country facing issues that we continue to wrestle with to this day. “The Game is the rare sports book that lives up to the claim of so many entrants in this genre: It is the portrait of an era” (The Wall Street Journal).

The Language of the Game

The Language of the Game
Author: Laurent Dubois
Publisher: Basic Books
Total Pages: 284
Release: 2018-03-27
Genre: Sports & Recreation
ISBN: 046509449X

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Essential reading for soccer fans as the 2022 World Cup approaches, this lively and lyrical book is "an ideal guide to the world's most popular sport" (Simon Kuper, coauthor of Soccernomics). Soccer is not only the world's most popular game; it's also one of the most widely shared forms of global culture. The Language of the Game is a passionate and engaging introduction to soccer's history, tactics, and human drama. Profiling soccer's full cast of characters—goalies and position players, referees and managers, commentators and fans—historian and soccer scholar Laurent Dubois describes how the game's low scores, relentless motion, and spectacular individual performances combine to turn each match into a unique and unpredictable story. He also shows how soccer's global reach makes it an unparalleled theater for nationalism, international conflict, and human interconnectedness, with close attention to both men's and women's soccer. Filled with perceptive insights and stories both legendary and little known, The Language of the Game is a rewarding read for anyone seeking to understand soccer better—newcomers and passionate followers alike.

Know the Game Before You Play It

Know the Game Before You Play It
Author: Shafter Robin
Publisher:
Total Pages: 29
Release: 2020-06-25
Genre:
ISBN:

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From love to family to politics to self, Author Shafter Robin takes us on a spin through his poetry. His poems are thought provoking and real.

The Anatomy of a Game

The Anatomy of a Game
Author: David M. Nelson
Publisher: University of Delaware Press
Total Pages: 610
Release: 1994
Genre: Sports & Recreation
ISBN: 9780874134551

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"This is the first football history to chronicle year by year how playing rules developed the game. Football - a four-dimensional game of rushing, kicking, forward passing, and backward passing - has had more playing rule changes since its inception than any other sport. The Anatomy of a Game follows football rules from the game's European roots through its beginning in the United States to its position as the number-one spectator sport in the 1990s. Highlighted are details of the crisis years that changed the character of the game, with coaches and rules committee members the featured players. David M. Nelson, who served on the NCAA Rules Committee longer than Walter Camp, provides personal insight into all Rules Committee meetings since 1958, as well as an appendix - chronological and by rule - listing every change since 1876." "Ever since the first two human beings kicked, threw, or batted an object competitively, there have been playing rules. Games are mentioned in the Bible, and the Romans brought football's forerunner to Britain, from where it was exported to the United States. It was in the United States that college students decided to make their game rugby rather than soccer. Although the students invented United States football and made the first rules, their ruling power was eventually lost to the faculty, administrators, coaches, rules committees, and the NCAA." "Beginning as a brutal sport, football survived several crises before and after the turn of the century, eventually becoming respectable. The 1931 injury crisis split the high school and college rules and the same year the professionals went their own way, with rules largely based on spectator appeal." "Today the sport is a national treasure primarily because of its playing rules, over seven hundred in total, which make college football unique among the world's team sports. Moreover, football remains an American game, never having the same impact in other countries as do baseball and basketball." "Rules make the game, but people make the rules. Football survived the major crises that threatened the game because committee members adhered to the precepts that had governed football since its inception. The game began with an attempt to have a consistent code of justice, personal accountability, and equality. In some sense the playing rules are a type of moral precept that explains in the simplest terms what can and cannot be done. The Football Code, which first prefaced the rules in 1916, makes the game - more than any other sport - a moral one because it sets standards for coaching, playing, sportsmanship, and officiating."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Critical Play

Critical Play
Author: Mary Flanagan
Publisher: MIT Press
Total Pages: 363
Release: 2013-02-08
Genre: Computers
ISBN: 0262518651

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An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Playing to Win

Playing to Win
Author: David Sirlin
Publisher: Lulu.com
Total Pages: 144
Release: 2006-04-01
Genre: Games & Activities
ISBN: 1411666798

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Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

America's Game

America's Game
Author: Michael MacCambridge
Publisher: Anchor
Total Pages: 610
Release: 2008-11-26
Genre: Sports & Recreation
ISBN: 0307481433

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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.

Seven Games: A Human History

Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
Total Pages: 326
Release: 2022-01-25
Genre: History
ISBN: 1324003782

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.