The Great Game


Book Description

For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.




Greater Game


Book Description

David Van Praagh argues that Hindu nationalists, the country's new paramount political force, are creating a new kind of coalition politics that discourages religious clashes. Led by the Bharatiya Janata Party they are also bringing about needed economic liberalization. Since coming to power in 1998, the Hindu nationalists led by Atal Bihari Vajpayee and Lal Krishna Advani have brought India out of the nuclear closet with a series of tests confirming its status as a nuclear power. After the terrorist attacks on 11 September 2001 on America and three months later on the Indian Parliament, the United States and India have quietly become "allies in the cause of democracy," with an eye to containing not only terrorists but China. Van Praagh, a journalist with many years of experience in India and Asia as a correspondent for the Globe and Mail and other Canadian and U.S. newspapers, combines first-hand coverage of events, historical narrative, and timely analysis in this clearly written and provocative book. The Greater Game details India's political evolution and that country's emergence as not only the preeminent power in the Subcontinent but also a major world power.




The Greater Game


Book Description

This fascinating book examines the deadly impact of The Great War on a number of leading professional sportsmen of the age. Their untimely deaths pressed home how even the fittest and most gifted were vulnerable and their loss was felt by far more than their families and friends. Among those featured in this well illustrated book are: Donald Bell - the only professional football player to win the Victoria Cross: Anthony Wilder - the glamorous Wimbledon champion who fell in May 1915; Francois Faber - the Tour de France star: Percy Poulton Palmer - England Rugby Captain; and numerous others. Also covered are those sports-orientated units such as 16 Battalion Royal Scots (formed around Heart of Midlothian FC) and 11 King’s Royal Rifle Corps (professional golfers). We learn of their formation, training and war service. Finally the authors study the effect of the conflict on the world of sport - canceling of fixture, use of facilities etc.




The Greater Game


Book Description

The Greater Game is a major exhibition (December 2014–September 2015) by the National Football Museum exploring the history of English football in the First World War. It brings together previously unseen material from private and public collections to explore the impact of the war on clubs, players and communities. Football's wartime story, both at home and abroad, offers a fascinating and moving insight into the impact of the First World War on our national game. This publication to accompany the exhibition features illustrated highlights together with specially commissioned articles by leading writers and historians.




The Great Game of Business


Book Description

In the early 1980s, Springfield Remanufacturing Corporation (SRC) in Springfield, Missouri, was a near bankrupt division of International Harvester. Today it's one of the most successful and competitive companies in the United States, with a share price 3000 times what it was thirty years ago. This miracle turnaround is all down to one man, Jack Stack, and his revolutionary system of Open-Book Management, in which every employee understands the company's key figures, can act on them and has a real stake in the business. In Stack's own words: 'When employees think, act and feel like owners ... everybody wins.'As a management strategy, 'the great game of business' is so simple and effective that it's been taken up by companies from Intel to Harley Davidson.




The Great Game of Business


Book Description

The Great Game of Business started a business revolution by introducing the world to open-book management, a new way of running a business that created unprecedented profit and employee engagement. The revised and updated edition of The Great Game of Business lays out an entirely different way of running a company. It wasn't dreamed up in an executive think tank or an Ivy League business school or around the conference table by big-time consultants. It was forged on the factory floors of the heartland by ordinary folks hoping to figure out how to save their jobs when their parent company, International Harvester, went down the tubes. What these workers created was a revolutionary approach to management that has proven itself in every industry around the world for the past thirty years--an approach that is perhaps the last, best hope for reviving the American Dream.




America's Great Game


Book Description

From the 9/11 attacks to waterboarding to drone strikes, relations between the United States and the Middle East seem caught in a downward spiral. And all too often, the Central Intelligence Agency has made the situation worse. But this crisis was not a historical inevitability—far from it. Indeed, the earliest generation of CIA operatives was actually the region’s staunchest western ally. In America’s Great Game, celebrated intelligence historian Hugh Wilford reveals the surprising history of the CIA’s pro-Arab operations in the 1940s and 50s by tracing the work of the agency’s three most influential—and colorful—officers in the Middle East. Kermit “Kim” Roosevelt was the grandson of Theodore Roosevelt and the first head of CIA covert action in the region; his cousin, Archie Roosevelt, was a Middle East scholar and chief of the Beirut station. The two Roosevelts joined combined forces with Miles Copeland, a maverick covert operations specialist who had joined the American intelligence establishment during World War II. With their deep knowledge of Middle Eastern affairs, the three men were heirs to an American missionary tradition that engaged Arabs and Muslims with respect and empathy. Yet they were also fascinated by imperial intrigue, and were eager to play a modern rematch of the “Great Game,” the nineteenth-century struggle between Britain and Russia for control over central Asia. Despite their good intentions, these “Arabists” propped up authoritarian regimes, attempted secretly to sway public opinion in America against support for the new state of Israel, and staged coups that irrevocably destabilized the nations with which they empathized. Their efforts, and ultimate failure, would shape the course of U.S.–Middle Eastern relations for decades to come. Based on a vast array of declassified government records, private papers, and personal interviews, America’s Great Game tells the riveting story of the merry band of CIA officers whose spy games forever changed U.S. foreign policy.




The Great War and Medieval Memory


Book Description

A comparative study of the cultural impact of the Great War on British and German societies. Taking medievalism as a mode of public commemorations as its focus, this book unravels the British and German search for historical continuity and meaning in the shadow of an unprecedented human catastrophe.




Well Played


Book Description

Students love math games and puzzles, but how much are they really learning from the experience? Too often, math games are thought of as just a fun activity or enrichment opportunity. Well Played shows you how to make games and puzzles an integral learning component that provides teachers with unique access to student thinking. The twenty-five games and puzzles in Well Played, which have all been field-tested in diverse classrooms, contain: - explanations of the mathematical importance of each game or puzzle and how it supports student learning; - variations for each game or puzzle to address a range of learning levels and styles; - clear step-by-step directions; and - classroom vignettes that model how best to introduce the featured game or puzzle. The book also includes a separate chapter with suggestions for how to effectively manage games and puzzles in diverse classrooms; reproducibles that provide directions, game boards, game cards, and puzzles; assessment ideas; and suggestions for online games, puzzles, and apps. Well Played will help you tap the power of games and puzzles to engage students in sustained and productive mathematical thinking.




Entertainment Computing - ICEC 2010


Book Description

This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Entertainment Computing, ICEC 2010, held in Seoul, Korea, in August 2010, under the auspices of IFIP. The 19 revised long papers, 27 short papers and 33 poster papers and demos presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.