Vintage Games


Book Description

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.




Grand Old Game


Book Description

A year's worth of rare images from the archives of the National Baseball Hall of Fame includes action shots, humorous moments, publicity stunts, players in the off season, minor-league and armed-forces players, and more. 15,000 first printing.




The Dickson Baseball Dictionary (Third Edition)


Book Description

The definitive work on the language of baseball—one of the “Five Best Baseball Books” (Wall Street Journal). Hailed as “a staggering piece of scholarship” (Wall Street Journal) and “an indispensable guide to the language of baseball” (San Diego Union-Tribune), The Dickson Baseball Dictionary has become an invaluable resource for those who love the game. Drawing on dozens of nineteenth- and early twentieth-century periodicals, as well as contemporary sources, Dickson’s brilliant, illuminating definitions trace the earliest appearances of terms both well known and obscure. This edition includes more than 10,000 terms with 18,000 individual entries, and more than 250 photos. This “impressively comprehensive” (The Nation) book will delight everyone from the youngest fan to the hard-core aficionado.




Grand Theft Childhood


Book Description

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.




It's All a Game


Book Description

“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books




The Grand Old Man of Baseball


Book Description

In The Grand Old Man of Baseball, Norman L. Macht chronicles Connie Mack's tumultuous final two decades in baseball. After Mack had built one of baseball's greatest teams, the 1929-31 Philadelphia Athletics, the Depression that followed the stock market crash fundamentally reshaped Mack's legacy as his team struggled on the field and at the gate. Among the challenges Mack faced: a sharp drop in attendance that forced him to sell his star players; the rise of the farm system, which he was slow to adopt; the opposition of other owners to night games, which he favored; the postwar integration of baseball, which he initially opposed; a split between the team's heirs (Mack's sons Roy and Earle on one side, their half brother Connie Jr. on the other) that tore apart the family and forced Mack to choose--unwisely--between them; and, finally, the disastrous 1951-54 seasons in which Roy and Earle ran the club to the brink of bankruptcy. By now aged and mentally infirm, Mack watched in bewilderment as the business he had built fell apart. Broke and in debt, Roy and Earle feuded over the sale of the team. In a never-before-revealed series of maneuvers, Roy double-crossed his father and brother and the team was sold and moved to Kansas City in 1954. In Macht's third volume of his trilogy on Mack, he describes the physical, mental, and financial decline of Mack's final years, which unfortunately became a classic American tragedy.




Grand Old Party


Book Description

This highly readable narrative history of the Republican Party profiles the G.O.P. from its emergence as an antislavery party during the 1850s to its current place as champion of political conservatism.




The Old Ball Game


Book Description

Focusing on the unusual friendship between John McGraw and Christy Mathewson, "The Old Ball Game" is a masterful chronicle of the early days of baseball from America's most beloved sportswriter. Illustrations throughout.




American Jews and America's Game


Book Description

Discusses the history of Jewish participation in America's pastime, including players, team owners, and sportswriters.




The Grand Old Man of Baseball


Book Description

In The Grand Old Man of Baseball, Norman L. Macht chronicles Connie Mack’s tumultuous final two decades in baseball. After Mack had built one of baseball’s greatest teams, the 1929–31 Philadelphia Athletics, the Depression that followed the stock market crash fundamentally reshaped Mack’s legacy as his team struggled on the field and at the gate. Among the challenges Mack faced: a sharp drop in attendance that forced him to sell his star players; the rise of the farm system, which he was slow to adopt; the opposition of other owners to night games, which he favored; the postwar integration of baseball, which he initially opposed; a split between the team’s heirs (Mack’s sons Roy and Earle on one side, their half brother Connie Jr. on the other) that tore apart the family and forced Mack to choose—unwisely—between them; and, finally, the disastrous 1951–54 seasons in which Roy and Earle ran the club to the brink of bankruptcy. By now aged and mentally infirm, Mack watched in bewilderment as the business he had built fell apart. Broke and in debt, Roy and Earle feuded over the sale of the team. In a never-before-revealed series of maneuvers, Roy double-crossed his father and brother and the team was sold and moved to Kansas City in 1954. In Macht’s third volume of his trilogy on Mack, he describes the physical, mental, and financial decline of Mack’s final years, which unfortunately became a classic American tragedy.