The most comprehensive guide to American games ever published. Describes, lists, and values over 9,000 games, and includes more than 1,000 photos of rare and unusual items. Also provides tips on collecting games, and an overview of their evolution.
Recognizing the widespread American Indian belief that you can learn while you play and play while you learn, "Native American Games and Stories" provides young readers with stories and games that educate and entertain them. Illustrations.
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.
Martin Gardner's Mathematical Games columns in Scientific American inspired and entertained several generations of mathematicians and scientists. Gardner in his crystal-clear prose illuminated corners of mathematics, especially recreational mathematics, that most people had no idea existed. His playful spirit and inquisitive nature invite the reader into an exploration of beautiful mathematical ideas along with him. These columns were both a revelation and a gift when he wrote them; no one--before Gardner--had written about mathematics like this. They continue to be a marvel. This volume, originally published in 1959, contains the first sixteen columns published in the magazine from 1956-1958. They were reviewed and briefly updated by Gardner for this 1988 edition.
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.
The Pan American Games, second only to the Olympics as the biggest international sports competition in the world, are held every four years (during the year prior to the Summer Olympics) under the sponsorship of the International Olympic Committee. This book lists the results of the Pan American Games from their commencement in 1951 through 1999. Los Juegos Panamericanos, los segundos mas importantes del mundo tras los Olimpicos, se han venido celebrando cada cuatro anos desde 1951. Se incluye en el presente trabajo bilingue un recuento de los resultados reflejados en dichos juegos a lo largo de su historia, desde los comienzos hasta los mas recientes, celebrados en 1999.
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.
Today a multinational video game developer, Sega was the first to break Nintendo's grip on the gaming industry, expanding from primarily an arcade game company to become the dominant game console manufacturer in North America. A major part of that success came from the hard work and innovation of its subsidiary, Sega of America, who in a little more than a decade wrested the majority market share from Nintendo and revolutionized how games were made. Drawing on interviews with nearly 100 Sega alumni, this book traces the development of the company, revealing previously undocumented areas of game-making history, including Sega's relationship with Tonka, the creation of its internal studios, and major breakthroughs like the Sega Channel and HEAT Network. More than 40 of the company's most influential games are explored in detail.