We Own This Game


Book Description

A Sports Illustrated Best Book of the Year: “Vivid portraits of the kids, parents and coaches of the Greater Miami Pop Warner league” (Linda Robertson, The Miami Herald). Although its participants are still in grade school, Pop Warner football is serious business in Miami, where local teams routinely advance to the national championships. Games draw thousands of fans; recruiters vie for nascent talent; drug dealers and rap stars bankroll teams; and the stakes are so high that games sometimes end in gunshots. In America’s poorest neighborhood, troubled parents dream of NFL stardom for children who long only for a week in Disney World at the Pop Warner Super Bowl. In 2001, journalist Robert Andrew Powell spent a year following two teams through roller-coaster seasons. The Liberty City Warriors, former national champs, will suffer the team’s first-ever losing season. The Palmetto Raiders, undefeated for two straight years, will be rewarded for good play with limo rides and steak dinners. But their flamboyant coach (the “Darth Vader of Pop Warner coaches”) will face defeat in a down-to-the-wire playoff game. We Own This Game is an inside-the-huddle look into a world of innocence and corruption, where every kickoff bares political, social, and racial implications; an unforgettable drama that shows us just what it is to win and to lose in America. “Powell elevates We Own This Game well above the average sports book to a significant sociological study.” —San Francisco Chronicle




One Game Season


Book Description




One Game Season


Book Description




One Game Season


Book Description




Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




Comeback Season


Book Description

In Comeback Season, Cathy Day, author of the highly praised novel The Circus in Winter, tells the heartwarming story of how she got back in the game of love -- thanks to her favorite football team, the Indianapolis Colts. In 2005, Day, an Indiana native, moves to Pittsburgh to start her dream job. She's thirty-seven, a college professor, an acclaimed writer -- and still single. Psyching herself up, she thinks, "This is the year for the Colts and for me." Instead, both Day and quarterback Peyton Manning face heartbreaking end-of-season losses: the man in her life decides to punt, and the Colts fall to the Pittsburgh Steelers, the eventual Super Bowl champs. Her blue heart broken, Day vows that if the Colts can come back in 2006 and try again, so can she. Inspired by Manning's legendary perfectionism, Day spends the off-season "in training." She gets in shape, imagining that she's Rocky Balboa running through the Philadelphia streets to the tune of "Gonna Fly Now." She quits smoking. She reads dating primers. She watches Sex and the City. She takes notes. She asks everyone she knows, "Um, do you know any men my age who aren't married?" Come preseason, Day reluctantly joins an online dating service and goes on practice dates while the Colts play practice games. Indy goes 1-4 in the preseason, which is better than Day's record of 0-4. Lonely and dejected, Day returns home to watch Colts games with her family, who are full of well-intentioned relationship advice -- much of it bad. The 2006 season finally arrives. Each week that fall, the Colts battle a new adversary and Day faces her enemies: her own romanticism, indecisive men, and her biggest foe, the singles industry. Friends and family deliver impassioned pep talks but can only watch anxiously from the sidelines as Day marches bravely into bars and coffee shops to meet perfect strangers. On the way to the Super Bowl, she discovers that the key to winning -- in both love and football -- exists somewhere between Trying Everything and Letting Go. Honest, touching, and frequently hilarious, Comeback Season tells a timeless story about our need to feel connected to people and to places. This year-long chronicle of one woman's journey will resonate with anyone who's ever looked for love...fumbled...recovered! and kept charging down the field.




The Cultural Encyclopedia of Baseball, 2d ed.


Book Description

More than any other sport, baseball has developed its own niche in America's culture and psyche. Some researchers spend years on detailed statistical analyses of minute parts of the game, while others wax poetic about its players and plays. Many trace the beginnings of the civil rights movement in part to the Major Leagues' decision to integrate, and the words and phrases of the game (for example, pinch-hitter and out in left field) have become common in our everyday language. From AARON, HENRY onward, this book covers all of what might be called the cultural aspects of baseball (as opposed to the number-rich statistical information so widely available elsewhere). Biographical sketches of all Hall of Fame players, owners, executives and umpires, as well as many of the sportswriters and broadcasters who have won the Spink and Frick awards, join entries for teams, owners, commissioners and league presidents. Advertising, agents, drafts, illegal substances, minor leagues, oldest players, perfect games, retired uniform numbers, superstitions, tripleheaders, and youngest players are among the thousands of entries herein. Most entries open with a topical quote and conclude with a brief bibliography of sources for further research. The whole work is exhaustively indexed and includes 119 photographs.




Changing the Game


Book Description

The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.




The Art of Game of Thrones, the Official Book of Design from Season 1 to Season 8


Book Description

Filled with gorgeous illustrations and artwork from HBO's hit series, The Art of Game of Thrones is the definitive collection. Beautifully crafted and presented in a deluxe, large format, these pages present a visual chronicle of the meticulous work done by artists to bring the world of Westeros to life on-screen.




Skip


Book Description

A Mysterious Clock Controls Time. What Happens When It Breaks?The clock tower is the center of the town of Time. It counts down the hours, minutes and seconds of every passing day. But unbeknownst to the local inhabitants, it is at the center of a great deal more than that. It is the center of the universe and controls time itself. But it is old and beginning to break, sending the world's inhabitants skipping forward and back through time.Seventeen-year-old Jera Wythnos, betrothed to marry a powerful lord, runs to escape her responsibilities and pursue her dream of traveling the world. Hot on her heels is her betrothed, moving heaven and earth to find her before the wedding day.Elian Stump is an outlaw on the run from a bungled heist, but he carries with him a dangerous secret that threatens to either free or ensnare the world.They confront sinister forces at every turn, hell bent on preventing them from achieving their goal, and taking control of the clock tower for themselves.The universe has chosen this unlikely pair to collect all three replacement clock pieces scattered across the world before the clock tower, and time, breaks for good. On their journey they make friends and enemies, encounter strange and wonderful mythical creatures, and face their own internal demons.