Stealing Games

Stealing Games

Author: Maury Klein

Publisher: Bloomsbury Publishing USA

Published: 2016-03-22

Total Pages: 417

ISBN-13: 1632860244

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The 1911 New York Giants stole an astonishing 347 bases, a record that still stands more than a century later. That alone makes them special in baseball history, but as Maury Klein relates in Stealing Games they also embodied a rapidly changing America on the cusp of a faster, more frenetic pace of life dominated by machines, technology, and urban culture. Baseball, too, was evolving from the dead-ball to the live-ball era--the cork-centered ball was introduced in 1910 and structurally changed not only the outcome of individual games but the way the game itself was played, requiring upgraded equipment, new rules, and new ways of adjudicating. Changing performance also changed the relationship between management and players. The Giants had two stars--the brilliant manager John McGraw and aging pitcher Christy Mathewson--and memorable characters such as Rube Marquard and Fred Snodgrass; yet their speed and tenacity led to three pennants in a row starting in 1911. Stealing Games gives a great team its due and underscores once more the rich connection between sports and culture.


Grand Theft Childhood

Grand Theft Childhood

Author: Lawrence Kutner

Publisher: Simon and Schuster

Published: 2008-04-15

Total Pages: 275

ISBN-13: 1416564691

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Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.


Stealing Cars

Stealing Cars

Author: John A. Heitmann

Publisher: JHU Press

Published: 2014-05

Total Pages: 229

ISBN-13: 1421412977

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The technology-thwarting car thief has become as advanced as the cars themselves. As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life.


License To Steal

License To Steal

Author: Dennis M. Marlock

Publisher: Paladin Press

Published: 2007-01-01

Total Pages: 304

ISBN-13: 9781581605815

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License to Steal -- an in-depth study of the criminal element of the Romani population, a highly organized, secretive empire known as the Gypsy Mafia -- is based on true stories taken from police records, historical data and heartbreaking interviews with victims of various scams. Gypsy Mafia games include burglary, home-improvement rip-offs, fortune-telling, shoplifting, pickpocketing and insurance and credit-card fraud.


License To Steal

License To Steal

Author: Jeff Burbank

Publisher: University of Nevada Press

Published: 2012-08-01

Total Pages: 540

ISBN-13: 0874174724

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These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.


Gaming the System

Gaming the System

Author: Alexander H Cohen

Publisher: Routledge

Published: 2019-07-18

Total Pages: 116

ISBN-13: 1351204491

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Gaming the System takes an active approach to learning about American government, using novel, exciting, and highly instructive games to help students learn politics by living it. These timeless games are the perfect complement to a core textbook in American government—covering key topics like the Constitution, the Supreme Court, Congress, political participation, campaigns and elections, the federal bureaucracy, the social contract, social movements, and public opinion—and can be applied to specific courses at other levels, as well. For Instructors: These nine games are designed to be easily inserted into courses, with all but one fitting into one class session and all flexible enough to adapt or scale as needed. Games are designed so that students will be ready to play after minimal preparation and with little prior knowledge; instructors do not need to design or prepare any additional materials. An extensive instructor-only online resource provides everything needed to accompany each game: summary and discussion of the pedagogical foundations on active learning and games; instructions and advice for managing the game and staging under various logistical circumstances; student handouts and scoresheets, and more. For Students: These games immerse participants in crucial narratives, build content knowledge, and improve critical thinking skills—at the same time providing an entertaining way to learn key lessons about American government. Each chapter contains complete instructions, materials, and discussion questions in a concise and ready-to-use form, in addition to time-saving tools like scorecards and 'cheat sheets.' The games contribute to course understanding, lifelong learning, and meaningful citizenship.


Baseball State by State

Baseball State by State

Author: Chris Jensen

Publisher: McFarland

Published: 2012-08-08

Total Pages: 385

ISBN-13: 0786491280

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Offering a fresh approach to the familiar concept of all-time baseball teams, this exhaustive work ranks more than 2,500 players by state of birth and includes both major league and Negro League athletes. Each chapter covers one state and opens with the all-time team, naming a top selection for each position followed by honorable mentions. Also included are all-time stat leaders in nine categories--games, hits, average, RBI, home runs, stolen bases, pitching wins, strikeouts and saves--a brief overview of the state's baseball history, notable player achievements, historic baseball places to see, potential future stars, a comprehensive list of player nicknames, and the state's all-time best player.


Digitally Compulsive Family

Digitally Compulsive Family

Author: MA Najar, John

Publisher: eBook Partnership

Published: 2016-06-01

Total Pages: 171

ISBN-13: 1618565745

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Strategies to assist families and the community in balancing the use of technology, and to awaken the importance of oral and written communication.


Vintage Base Ball

Vintage Base Ball

Author: James R. Tootle

Publisher: McFarland

Published: 2011-07-25

Total Pages: 398

ISBN-13: 0786485426

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Every spring, thousands of ball players across the country step back to the nineteenth century to play vintage base ball using the equipment, uniforms, rules, and customs of the game's early years. A unique combination of athletic contest, living history, and outdoor theatre, vintage base ball transports players and spectators alike to that fascinating and innocent time when athletes gathered on the diamond for recreation, exercise, and pure enjoyment. This lore-laden how-to provides all the information needed to play this entertaining, educational, and fast-growing game and to present it properly to the public, covering everything from historically accurate equipment and etiquette to the rules of play and game-day preparations.


just trying 2 figure this shit out!

just trying 2 figure this shit out!

Author: Mr.SociallyAwkward

Publisher: Mr.SociallyAwkward

Published: 2020-02-28

Total Pages: 90

ISBN-13:

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Hi, I’m Jaylen Marcus Cooper, better known as Mr. Socially Awkward. It’s January 22, 2019, 8:12 a.m. I’m three months away from turning twenty (damn, I’m getting old, or at least I feel like it). As I begin to transition out of my teens into a twenty-year-old man, I’m starting to feel stagnant. And this feeling of no progression has me questioning a few things. Maybe I’ve been chasing after the wrong thing? Maybe I’m chasing after the right thing but bitching about the process that comes with what I’m chasing after? Maybe I’m moving too fast and not putting much thought into my decision-making? Maybe this stagnant feeling is a sign that it’s time to adapt a new level of maturity?