I No Longer Play the Game


Book Description

Kevin Styles is the best college football player in the nation, but he gets caught up in the world of celebrity. Will he figure out who his real friends are and will he commit to his girlfriend before it's too late?




No Game for Boys to Play


Book Description

From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.




Next Game I Play


Book Description

A new contemporary romance about dating over 40 from USA Today Bestselling Author Donna McDonald. Dating at age 40 is the hardest game Taylor has ever played. Despite injured Hockey player Maximillian Wade's charm, masculine appeal, and having an amazing brother engaged to her best friend, Taylor was keeping her distance. Her no-dating-jocks resolution went double for dating "Wicked Wade" whose womanizing past was a matter of public record. Even though he's barely over 30, Max insists he's a reformed man, but how can she believe him? At her age, she no longer believes the promises the men she's known only pretended to keep. Just like her two best friends, Taylor learned her hardest lessons about love long before she turned 40. Her ex-husband divorced her when her sports-centered career almost went bankrupt to marry a rich woman. Good riddance, right? Yes, but until then, she hadn't even known he was that kind of person. Once Pink Link Sports became solvent again times ten, Taylor hadn’t seen any reason to attach herself to a man. Dating became optional. That decision, though, was ironic given her business provided her with a veritable banquet of dating opportunities on a daily basis. The men who used her high-profile gym were talented, good-looking, and rich enough to afford her rates. Unfortunately, most also believed they deserved to date whoever they wanted whenever they wanted without worrying about Taylor daring to use the "c" word around them. Taylor saw herself as having been there, done that, and gotten too many consolation gifts to prove temporary relationships weren’t for her. Instead, she learned to accept that pretending to commit to one woman was merely a romantic ploy famous athletes used to get into a woman's bed for a short while. Taylor wants a real home, maybe a family, and someone who'd cook for her occasionally. Those tiny dreams are all that's survived her disappointing love life. Keywords: sports romance, later in life romance, older woman younger man, older characters, strong woman, contemporary romance, secret baby, hockey hero, younger hero, romantic comedy, steamy romance, younger hero, romance over 40, romance over 30




To Play the Game


Book Description

In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.




Social Exclusion, Power, and Video Game Play


Book Description

While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.




On Meaning and Mental Representation


Book Description

This book is about language in STEM research and about how it is thought about: as something that somehow refers to something else not directly accessible, often «meaning», «mental representation», or «conception». Using the analyses of real data and analyses of the way certain concepts are used in the scientifi c literature, such as “meaning,” this book reframes the discussion about «meaning», «mental representation», and «conceptions» consistent with the pragmatic approaches that we have become familiar with through the works of K. Marx, L. S. Vygotsky, M. M. Bakhtin, V. N. Vološinov, L. Wittgenstein, F. Mikhailov, R. Rorty, and J. Derrida, to name but a few. All of these scholars, in one or another way, articulate a critique of a view of language that has been developed in a metaphysical approach from Plato through Kant and modern constructivism; this view of language, which already for Wittgenstein was an outmoded view in the middle of the last century, continuous to be alive today and dominating the way language is thought about and theorized.




The Satanism Scare


Book Description

Although there is growing concern over Satanism as a threat to American life, the topic has received surprisingly little serious attention. Recognizing this, the editors of this volume have selected papers from a wide variety of disciplines, broadly covering contemporary aspects of Satanism from the vantage points of studies in folklore, cults, religion, deviance, rock music, rumor, and the mass media.All contributors are skeptical of claims that a large, powerful satanic conspiracy can be substantiated. Their research focuses instead on claims about Satanism and on the question of whose interests are served by such claims. Several papers consider the impact of anti-Satanism campaigns on public opinion, law enforcement and civil litigation, child protection services, and other sectors of American society.The constructionist perspective adopted by the editors does not deny the existence of some activities by 'real' Satanists, and two papers describe the workins of satanic groups. Whatever the basis of the claims examined and analyzed, there is growing evidence that belief in the satanic menace will have real social consequences in the years ahead.




Families at Play


Book Description

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.




The Grasshopper


Book Description

In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.




Internet Gaming Disorder


Book Description

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies