International Games


Book Description

"Through International Games: Building Skills Through Multicultural Play, you can build motor skills and open kids' eyes to the cultures and traditions of other countries at the same time. This book features 67 games from 38 countries. The games can be used in a physical education curriculum or as part of an interdisciplinary unit."--BOOK JACKET.




Encyclopedia of International Games


Book Description

The Olympic Games, revived in 1896, are the most well known international multisport gathering--but since 1896, hundreds of other competitions based on the Olympic Games model have been established whose histories have not been well documented. The Encyclopedia of International Games captures (in one alphabetical sequence) the histories of these games, many of them for the first time. The work includes major regional events such as the African, Asian, Arab, South Pacific, and Pan American Games; competitions such as the Indian Ocean Island Games, Arctic Winter Games, Island Games, and Games of the Small Countries of Europe; specific populations or professions such as the North American Indigenous Games, Maccabiah Games, World Military Games, World Police and Fire Games, and World Medical and Health Games; and Special Olympics, the Paralympics, games for the blind, and other regional games. Eight appendices, notes, bibliography, index.




Diplomatic Games


Book Description

The National Association for the Advancement of Colored People (NAACP) is the nation's oldest civil rights organization, having dedicated itself to the fight for racial equality since 1909. While the group helped achieve substantial victories in the courtroom, the struggle for civil rights extended beyond gaining political support. It also required changing social attitudes. The NAACP thus worked to alter existing prejudices through the production of art that countered racist depictions of African Americans, focusing its efforts not only on changing the attitudes of the white middle class but also on encouraging racial pride and a sense of identity in the black community. Art for Equality explores an important and little-studied side of the NAACP's activism in the cultural realm. In openly supporting African American artists, writers, and musicians in their creative endeavors, the organization aimed to change the way the public viewed the black community. By overcoming stereotypes and the belief of the majority that African Americans were physically, intellectually, and morally inferior to whites, the NAACP believed it could begin to defeat racism. Illuminating important protests, from the fight against the 1915 film The Birth of a Nation to the production of anti-lynching art during the Harlem Renaissance, this insightful volume examines the successes and failures of the NAACP's cultural campaign from 1910 to the 1960s. Exploring the roles of gender and class in shaping the association's patronage of the arts, Art for Equality offers an in-depth analysis of the social and cultural climate during a time of radical change in America.




Games in Libraries


Book Description

Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.




Business Simulations, Games, and Experiential Learning in International Business Education


Book Description

If you find traditional lectures and course material ineffective for teaching students how to develop a sensitivity to cultural differences and apply “home grown” technologies to foreign situations, Business Simulations, Games and Experiential Learning in International Business Education is the guide to help you remedy this predicament! Helpful and easy-to-use, this text teaches you how to use computer-based games and experiential learning exercises to teach international business. You’ll learn how to place students in realistic situations where they can experiment with new behaviors and receive immediate, constructive feedback and then take what they have learned beyond the classroom. Business Simulations, Games and Experiential Learning in International Business Education helps you introduce students to global competition and business cultures as you explore important ethical, political, and social issues with them. You can better prepare your students for the challenges of international business if you pay particular attention to the book’s discussions of: different levels of power-sharing alternatives to traditional international business course materials and methods changing the norms and behaviors of organizations and institutions the role gender plays in effective gaming environments simulating a European Works Council within a classroom environment promoting decisionmaking and flexibility in management style understanding business rules and regulations of different countries Academics teaching and researching in international business will find Business Simulations, Games and Experiential Learning in International Business Education an immensely useful tool as you struggle with the challenges of readying students for the international work environment. As you know, it is not enough that students be schooled in the latest developments and technologies. Use this book’s games and learning techniques to emphasize to your students that international businessmen and women must not only know their field, but also be respectful of others’cultures and values, be linguistically flexible, and be aware of foreign business rules and regulations.




Global Shell Games


Book Description

Every year a staggering number of corporate service providers mask perpetrators of terrorist financing, corruption and illegal arms trades, but the degree to which firms flout global identification standards remains unknown. This book sheds new light on the sordid world of anonymous shell corporations through a series of field experiments.




International Sporting Events and Human Rights


Book Description

Questions have recently been raised about the political consequences a state experiences when hosting an international sporting event. As the Olympics and FIFA World Cup have visited Brazil and Russia, and the latter is slated to visit Qatar, issues regarding human rights, poverty, and human trafficking have seemingly appeared as frequently in media coverage as the results of competition. This text begins to build an understanding of just how a state’s human rights are influenced by both the want and actual experience of hosting. It finds that hosts behave differently when the eyes of the world are on them and that these events do produce positive effects on a state’s level of respect for human rights. Yet, it also identifies those areas in which hosts, organizations like the IOC and FIFA, and the international sports regime can help to strengthen and expand human rights




Games People Played


Book Description

"Games People Played is, surprisingly, the first global history of sport. Wray Vamplew assesses how sports have developed and diffused across continents and centuries, exploring topics such as emotion, discrimination and conviviality; politics, nationalism and protest; and how economics has turned sport into a huge consumer industry. Sport is sociable, charitable and health-giving, but this book also examines its dark side: its impact on the environment, players' use of performance-enhancing drugs and the repercussions of match fixing. Covering everything from curling to baseball, boxing to motor racing, Games People Played will appeal to anyone who plays, watches and enjoys sport."--Publisher's description




Worlds in Play


Book Description

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»




Encyclopedia of International Games


Book Description

The Olympic Games, revived in 1896, are the most well known international multisport gathering--but since 1896, hundreds of other competitions based on the Olympic Games model have been established whose histories have not been well documented. The Encyclopedia of International Games captures (in one alphabetical sequence) the histories of these games, many of them for the first time. The work includes major regional events such as the African, Asian, Arab, South Pacific, and Pan American Games; competitions such as the Indian Ocean Island Games, Arctic Winter Games, Island Games, and Games of the Small Countries of Europe; specific populations or professions such as the North American Indigenous Games, Maccabiah Games, World Military Games, World Police and Fire Games, and World Medical and Health Games; and Special Olympics, the Paralympics, games for the blind, and other regional games. Eight appendices, notes, bibliography, index.