The authors draw on two centuries of images by New York's great photographers, as well as oral histories, diaries, reminiscences and interviews with children and adults about children's play. Teachers will find it useful for stimulating discussion about how children and adults use and adapt their environments for play.
A new book by Play the City. From Cape Town to Amsterdam to Istanbul, the book sheds light into the particular applications and outcomes of City Gaming in diverse planning and city making regimes worldwide. Following Ekim Tan's PhD work on city gaming, this book has been designed to make her research more accessible to all. The book features a chapter dedicated to unravelling the city-gaming method as developed by the Play the City teams, with case studies from Shenzhen, Cape Town, Amsterdam, Almere and Istanbul. In addition to Play the City's work, the book includes reviews of select influential city-games from around the world, and is enriched with personal interviews from gaming experts such as Eric Gordon, Pablo Suarez and Mohini Dutta.0.
The powerful story of a college basketball team who carried an era’s brightest hopes—racial harmony, social mobility, and the triumph of the underdog—but whose success was soon followed by a shocking downfall “A masterpiece of American storytelling.”—Gilbert King, Pulitzer Prize–winning author of Devil in the Grove NAMED ONE OF THE BEST SPORTS BOOKS OF THE YEAR BY THE NEW YORK TIMES BOOK REVIEW The unlikeliest of champions, the 1949–50 City College Beavers were extraordinary by every measure. New York’s City College was a tuition-free, merit-based college in Harlem known far more for its intellectual achievements and political radicalism than its athletic prowess. Only two years after Jackie Robinson broke the Major League Baseball color barrier—and at a time when the National Basketball Association was still segregated—every single member of the Beavers was either Jewish or African American. But during that remarkable season, under the guidance of the legendary former player Nat Holman, this unheralded group of city kids would stun the basketball world by becoming the only team in history to win the NIT and NCAA tournaments in the same year. This team, though, proved to be extraordinary in another way: During the following season, all of the team’s starting five were arrested by New York City detectives, charged with conspiring with gamblers to shave points. Almost overnight these beloved heroes turned into fallen idols. The story centers on two teammates and close friends, Eddie Roman and Floyd Layne, one white, one black, each caught up in the scandal, each searching for a path to personal redemption. Though banned from the NBA, Layne continued to devote himself to basketball, teaching the game to young people in his Bronx neighborhood and, ultimately, with Roman’s help, finding another kind of triumph—one that no one could have anticipated. Drawing on interviews with the surviving members of that championship team, Matthew Goodman has created an indelible portrait of an era of smoke-filled arenas and Borscht Belt hotels, when college basketball was far more popular than the professional game. It was a time when gangsters controlled illegal sports betting, the police were on their payroll, and everyone, it seemed, was getting rich—except for the young men who actually played the games. Tautly paced and rich with period detail, The City Game tells a story both dramatic and poignant: of political corruption, duplicity in big-time college sports, and the deeper meaning of athletic success.
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
Can you outfox your friends and family by answering the 1,000 cunning questions about Leicester City Football Club contained in this quiz book, or will you be like a rabbit caught in the headlights? Questions cover all aspects of the club, from memorable managers and players to transfer fees, opponents and awards, and are sure to conjure up fond reminiscences of the colourful characters and nail-biting matches that have peppered the club's long history. With a fitting foreword by Tony Cottee, this is as much a treasure trove of interesting facts and figures as it is a quiz book, and is guaranteed to provide hours of entertainment for young and old alike.
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Redesigning the Unremarkable is a timely and necessary reminder that the often neglected elements and spaces of our built environment – from trash bins, seats, stairways, and fences to streets, bikeways, underpasses, parking lots, and shopping centres – must be thoughtfully redesigned to enhance human and planetary health. Using the lens of sustainable, salutogenic, and playable design, in this inspiring book, Miller and Cushing explore the challenges, opportunities, and importance of redesigning the unremarkable. Drawing on global research, theory, practical case studies, photographs, and personal experiences, Redesigning the Unremarkable is a vital text – a doer’s guide – for researchers, policymakers, and practitioners wanting to transform and positively reimagine our urban environment.