Growing the Game

Growing the Game

Author: Alan M. Klein

Publisher: Yale University Press

Published: 2006-09-18

Total Pages: 355

ISBN-13: 0300135122

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A sociologist and anthropologist scientifically examines the worldwide growth of MLB and America’s favorite pastime. Baseball fans understand the game has become increasingly international. Major league rosters include players from no fewer than fourteen countries, and more than one-fourth of all players are foreign born. Here, Alan Klein offers the first full-length study of a sport in the process of globalizing. Looking at the international activities of big-market and small-market baseball teams, as well as the Commissioner’s Office, he examines the ways in which Major League Baseball operates on a world stage that reaches from the Dominican Republic to South Africa to Japan. The origins of baseball’s efforts to globalize are complex, stemming as much from decreasing opportunities at home as from promise abroad. Klein chronicles attempts to develop the game outside the United States, the strategies that teams such as the Los Angeles Dodgers and the Kansas City Royals have devised to recruit international talent, and the ways baseball has been growing in other countries. He concludes with an assessment of the obstacles that may inhibit or promote baseball’s progress toward globalization, offering thoughtful proposals to ensure the health and growth of the game in the United States and abroad. “A superb inside look at how the national pastime has reinvented itself . . . Klein’s writing is engaging, and his research is top-notch.” —Tim Wendel, author of The New Face of Baseball: The One-Hundred-Year Rise and Triumph of Latinos in America’s Favorite Sport “A timely contribution to our understanding of baseball in our contemporary age.” —Michael L. Butterworth, Sociology of Sport Journal


Change the Game

Change the Game

Author: Grant Hill

Publisher: Grand Central Publishing

Published: 1997-02-01

Total Pages: 160

ISBN-13: 9780446672627

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In this charmingly honest book, Detroit Piston Grant Hill shares the wisdom and values imparted to him by his parents and speaks his mind on a variety of topics, showing how anyone--especially young people--can "change the game", on and off the court. Photos.


That Mad Game

That Mad Game

Author: Jessica Lynn Powers

Publisher: Cinco Puntos Press

Published: 2012

Total Pages: 233

ISBN-13: 1935955225

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What's it like to grow up during war? To be a victim of violence or exiled from your homeland, culture, family, and even your own memories? When America's talking heads talk about war, children and teenagers are often the forgotten part of the story. Yet who can forget images of the Vietnam "baby lift," when Amer-Asian children were flown out of Vietnam to be adopted by Americans? Who can forget the horror of learning that Iranian children were sent on suicide missions to clear landmines? Who wasn't captivated by stories of the "lost boys" of Sudan, traveling thousands of miles alone through the desert, seeking shelter and safety? From the cartel-terrorized streets of Ju rez to the bombed-out cities of Bosnia to Afghanistan under the Taliban, from Nazi-occupied Holland to the middle-class American home of a Vietnam vet, this collection of personal and narrative essays explores both the universal and particular experiences of children and teenagers who came of age during a time of war. J.L. Powers is the editor of Labor Pains and Birth Stories and the author of two young adult novels, most recently This Thing Called the Future, an alternative fantasy set in post-apartheid South Africa. She began collecting essays on children and war while pregnant with her first child and says, "The experience was both painful and uplifting, not unlike giving birth. The most memorable aspect of these essays is their stark portrayal of both survival and hope in the midst of incredible suffering."


Game Plan

Game Plan

Author: Warren E. Barhorst

Publisher: Renovo Partners LLC

Published: 2008-10

Total Pages: 192

ISBN-13: 1935310003

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Game Plan is not the typical, traditional, how-to business book. It is different in numerous ways from most business books that either bog you down with information overload or bore you to tears with text book techniques. The book is written from a lighthearted standpoint with simple examples and can be read in less than two hours. If a reader needs specific help with a concept, for no additional charge, they can check out gameplanbook.com for articles, examples and resources that address their specific issue.


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.


The Comic Book Guide to Growing Food

The Comic Book Guide to Growing Food

Author: Joseph Tychonievich

Publisher: Ten Speed Graphic

Published: 2021-02-02

Total Pages: 178

ISBN-13: 1984857274

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The first graphic novel guide to growing a successful raised bed vegetable garden, from planning, prepping, and planting, to troubleshooting, care, and harvesting. “A fun read packed with practical advice, it’s the perfect resource for new gardeners, guiding you through every step to plant, grow, and harvest a thriving and productive food garden.”—Joe Lamp’l, founder and creator of the Online Gardening Academy Like having your own personal gardening mentor at your side, The Comic Book Guide to Growing Food is the story of Mia, an eager young professional who wants to grow her own vegetables but doesn't know where to start, and George, her retired neighbor who loves gardening and walks her through each step of the process. Throughout the book, "cheat sheets" sum up George's key facts and techniques, providing a handy quick reference for anyone starting their first vegetable garden, including how to find the best location, which vegetables are easiest to grow, how to pick out the healthiest plants at the store, when (and when not) to water, how to protect your plants from pests, and what to do with extra produce if you grow too much. If you are a visual learner, beginning gardener, looking for something new, or have struggled to grow vegetables in the past, you'll find this unique illustrated format ideal because many gardening concepts--from proper planting techniques to building raised beds--are easier to grasp when presented visually, step by step. Easy and entertaining, The Comic Book Guide to Growing Food makes homegrown vegetables fun and achievable.


Growing Fruit for Home Use

Growing Fruit for Home Use

Author: H. P. Gould

Publisher:

Published: 1920

Total Pages: 658

ISBN-13:

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"Well-ripened sound fruit is healthful. It is also a valuable food. It should form a part of every meal, fresh where possible, or dried, canned or otherwise preserved. Home-grown fruit is desirable -- Because it reaches the family fresh and in the best possible condition. Because the family has fruit of which it would often be deprived if it had to be purchased. Because, if the proper varieties to be selected, a continuous supply of fruit of superior quality may be secured regardless of market prices. Because any surplus may be sold without difficulty or may be canned, evaporated, or otherwise conserved for use when fresh fruit is not available. Because the care of the home fruit garden provides for spare time congenial and profitable occupation which is in reality recreation for those who enjoy seeing things grow, This bulletin aims to furnish, in concise form, information that will be of practical help to the beginner in fruit growing. It deals with the widely grown, temperate-climate fruits, such as the apple, pear, peach, and plum. Lists of desirable varieties of these fruits are given for the different parts of the country. Because of the number of fruits considered and the territory covered, cultural directions are necessarily brief, but they cover the most important general points."--Page 2


Guess What's Growing

Guess What's Growing

Author: Kelly Regan Barnhill

Publisher: Capstone

Published: 2010

Total Pages: 18

ISBN-13: 1429639180

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C.1, GENRAL FUNDS, PENWORTHY, 3/23/2010, $18.99.


The Inner Game of Tennis

The Inner Game of Tennis

Author: W. Timothy Gallwey

Publisher: Random House Trade Paperbacks

Published: 1997-05-27

Total Pages: 193

ISBN-13: 0679778314

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The timeless guide to achieving the state of “relaxed concentration” that’s not only the key to peak performance in tennis but the secret to success in life itself—now in a 50th anniversary edition with an updated epilogue, a foreword by Bill Gates, and an updated preface from NFL coach Pete Carroll “Groundbreaking . . . the best guide to getting out of your own way . . . Its profound advice applies to many other parts of life.”—Bill Gates, GatesNotes (“Five of My All-Time Favorite Books”) This phenomenally successful guide to mastering the game from the inside out has become a touchstone for hundreds of thousands of people. Billie Jean King has called the book her tennis bible; Al Gore has used it to focus his campaign staff; and Itzhak Perlman has recommended it to young violinists. Based on W. Timothy Gallwey’s profound realization that the key to success doesn’t lie in holding the racket just right, or positioning the feet perfectly, but rather in keeping the mind uncluttered, this transformative book gives you the tools to unlock the potential that you’ve possessed all along. “The Inner Game” is the one played within the mind of the player, against the hurdles of self-doubt, nervousness, and lapses in concentration. Gallwey shows us how to overcome these obstacles by trusting the intuitive wisdom of our bodies and achieving a state of “relaxed concentration.” With chapters devoted to trusting the self and changing habits, it is no surprise then, that Gallwey’s method has had an impact far beyond the confines of the tennis court. Whether you want to play music, write a novel, get ahead at work, or simply unwind after a stressful day, Gallwey shows you how to tap into your utmost potential. In this fiftieth-anniversary edition, the principles of the Inner Game shine through as more relevant today than ever before. No matter your goals, The Inner Game of Tennis gives you the definitive framework for long-term success.