Climbing Games

Climbing Games

Author: Paul Smith

Publisher: Pesda Press

Published: 2009

Total Pages: 129

ISBN-13: 1906095167

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If you are new to climbing, you will find games which introduce some essential skills (such as 'crimping' a hold - Chapter 10). If you are an old hand, you will find some great games to help add variety to your weekly club sessions (have you tried 'The Octopus'? - Chapter 6). Playing some of these games can become addictive as your friends and rivals find new ways to play. The overview of skills used in each game will help you turn play into progress. Each chapter deals with a fundamental climbing technique. Some chapters focus on a particular aspect of a climbing session, e.g. the use of foot or handholds, traversing or roped climbing. You can pick and choose activities from each chapter to suit your session and goals. Each chapter begins with a brief introduction, followed by a list of all the activities within that section along with their learning goals. The games are listed in a random order. Many of the games develop more than one aspect of climbing. To help you make the most of them, icons appear beside each title to give you information about the possible ways they can be used at a glance.


Games

Games

Author: C. Thi Nguyen

Publisher:

Published: 2020

Total Pages: 253

ISBN-13: 0190052082

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Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.


Sidecountry: Tales of Death and Life from the Back Roads of Sports

Sidecountry: Tales of Death and Life from the Back Roads of Sports

Author: John Branch

Publisher: W. W. Norton & Company

Published: 2021-06-01

Total Pages: 395

ISBN-13: 1324006706

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Breathtaking tales of climbers and hunters, runners and racers, winners and losers by the Pulitzer Prize-winning reporter. New York Times reporter John Branch’s riveting, humane pieces about ordinary people doing extraordinary things at the edges of the sporting world have won nearly every major journalism prize. Sidecountry gathers the best of Branch’s work for the first time, featuring 20 of his favorites from the more than 2,000 pieces he has published in the paper. Branch is renowned for covering the offbeat in the sporting world, from alligator hunting to wingsuit flying. Sidecountry features such classic Branch pieces, including “Snow Fall,” about downhill skiers caught in an avalanche in Washington state, and “Dawn Wall,” about rock climbers trying to scale Yosemite’s famed El Capitan. In other articles, Branch introduces people whose dedication and decency transcend their sporting lives, including a revered football coach rebuilding his tornado-devastated town in Iowa and a girls’ basketball team in Tennessee that plays on despite never winning a game. The book culminates with his moving personal pieces, including “Children of the Cube,” about the surprising drama of Rubik’s Cube competitions as seen through the eyes of Branch’s own sports-hating son, and “The Girl in the No. 8 Jersey,” about a mother killed in the 2017 Las Vegas shooting whose daughter happens to play on Branch’s daughter’s soccer team. John Branch has been hailed for writing “American portraiture at its best” (Susan Orlean) and for covering sports “the way Lyle Lovett writes country music—a fresh turn on a time-honored pleasure” (Nicholas Dawidoff). Sidecountry is the work of a master reporter at the top of his game.


One Man's Mountains

One Man's Mountains

Author: Tom Patey

Publisher: The Mountaineers Books

Published: 1997

Total Pages: 306

ISBN-13: 9780898865424

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The first American edition of a mountaineering classic: stories, satire, and verse by the legendary Scottish climber.


Touching the Void

Touching the Void

Author: Joe Simpson

Publisher: Direct Authors

Published: 2012-12-12

Total Pages: 346

ISBN-13: 0957519303

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The 25th Anniversary ebook, now with more than 50 images. 'Touching the Void' is the tale of two mountaineer’s harrowing ordeal in the Peruvian Andes. In the summer of 1985, two young, headstrong mountaineers set off to conquer an unclimbed route. They had triumphantly reached the summit, when a horrific accident mid-descent forced one friend to leave another for dead. Ambition, morality, fear and camaraderie are explored in this electronic edition of the mountaineering classic, with never before seen colour photographs taken during the trip itself.


Rock Climbing Technique

Rock Climbing Technique

Author: John Kettle

Publisher:

Published: 2018-09

Total Pages: 140

ISBN-13: 9781999654405

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The definitive practical guide to improving your rock climbing technique, and making your movement more effortless and efficient. Fully illustrated with over 35 skills exercises supported by online videos. Suitable for rock climbers from intermediate up to elite in sport climbing, bouldering and traditional climbing.


Vertical Mind

Vertical Mind

Author: Don McGrath

Publisher:

Published: 2014-04-05

Total Pages: 274

ISBN-13: 9781892540881

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In Vertical Mind, Don McGrath and Jeff Elison teach rock climbers how to improve their mental game so they can climb better and have more fun. They teach how the latest research in brain science and psychology can help you retrain your mind and body for higher levels of rock climbing performance, while also demonstrating how to train and overcome fears and anxiety that hold you back. Finally, they teach climbing partners how to engage in co-creative coaching and help each other improve as climbers.With numerous and practical step-by-step drills and exercises, in a simple to follow training framework, your path to harder climbing has never been clearer. If you are a climber who wants to climb harder and have more fun climbing, then Vertical Mind is required reading. Well, what's stopping you? Pick it up and get training today!


Climbing Back

Climbing Back

Author: Mark Wellman

Publisher: Ics Books

Published: 1996

Total Pages: 193

ISBN-13: 9781570340420

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There is almost no limit to what we can accomplish--except perhaps in our own minds. Mark Wellman's relentless struggle to survive a disabling accident to become a park ranger and an accomplished wheelchair athlete, and ultimately to climb the sheer granite faces of Yosemite's El Capitan and Half Dome challenges all of us to continue to strive toward loftier goals. Foreword by Senator Robert Dole.