Sports, Games, and Play

Sports, Games, and Play

Author: Jeffrey H. Goldstein

Publisher: Psychology Press

Published: 1989

Total Pages: 392

ISBN-13: 0898598753

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First Published in 1988. Routledge is an imprint of Taylor & Francis, an informa company.


Playing to Win

Playing to Win

Author: Robert Alan Brookey

Publisher: Indiana University Press

Published: 2015-01-12

Total Pages: 260

ISBN-13: 0253015057

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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.


Games People Played

Games People Played

Author: Wray Vamplew

Publisher: Reaktion Books

Published: 2021-09-14

Total Pages: 455

ISBN-13: 1789144574

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"Games People Played is, surprisingly, the first global history of sport. Wray Vamplew assesses how sports have developed and diffused across continents and centuries, exploring topics such as emotion, discrimination and conviviality; politics, nationalism and protest; and how economics has turned sport into a huge consumer industry. Sport is sociable, charitable and health-giving, but this book also examines its dark side: its impact on the environment, players' use of performance-enhancing drugs and the repercussions of match fixing. Covering everything from curling to baseball, boxing to motor racing, Games People Played will appeal to anyone who plays, watches and enjoys sport."--Publisher's description


Cooperative Games and Sports

Cooperative Games and Sports

Author: Terry Orlick

Publisher: Human Kinetics

Published: 2006

Total Pages: 180

ISBN-13: 9780736057974

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Who needs cooperative games? -- Games for children ages 3 through 7 -- Games for children ages 8 through 12 -- Games for preschoolers -- Remaking adult games -- Cooperative games from other cultures -- Creating your own games and evaluating your success -- A new beginning : turning ideas into positive action.


Changing the Game

Changing the Game

Author: John O'Sullivan

Publisher: Morgan James Publishing

Published: 2013-12-01

Total Pages: 224

ISBN-13: 1614486468

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The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.


The Games Presidents Play

The Games Presidents Play

Author: John Sayle Watterson

Publisher: JHU Press

Published: 2006-10-27

Total Pages: 428

ISBN-13: 9780801884252

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"Looking at the athletic strengths, feats, and shortcomings of our presidents, John Sayle Watterson explores not only their health, physical attributes, personalities, and sports IQs, but also the increasing trend of Americans in the past century to equate sporting achievements with courage, manliness, and political competence."--Dust jacket [p. 2].


No Game for Boys to Play

No Game for Boys to Play

Author: Kathleen Bachynski

Publisher: UNC Press Books

Published: 2019-11-25

Total Pages: 297

ISBN-13: 1469653710

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From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.


Raising the Stakes

Raising the Stakes

Author: T. L. Taylor

Publisher: MIT Press

Published: 2015-01-30

Total Pages: 333

ISBN-13: 0262527588

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.


Playing Fair, Having Fun

Playing Fair, Having Fun

Author: Daniel Grippo

Publisher: Open Road Media

Published: 2014-08-19

Total Pages: 78

ISBN-13: 1497681251

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Sports and games help kids grow strong in mind and body. And they teach kids about life—about competitive pressure, the time crunch for families, and the risks of computer and internet games to consider. Share this book with the kids you care about, so that the games they play will be fun, fair, and life-giving. 32 pages.


Mathematics in Games, Sports, and Gambling

Mathematics in Games, Sports, and Gambling

Author: Ronald J. Gould

Publisher: CRC Press

Published: 2015-10-28

Total Pages: 376

ISBN-13: 1498719538

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Mathematics in Games, Sports, and Gambling: The Games People Play, Second Edition demonstrates how discrete probability, statistics, and elementary discrete mathematics are used in games, sports, and gambling situations. With emphasis on mathematical thinking and problem solving, the text draws on numerous examples, questions, and problems to expla