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 Up


Book Description

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.




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.




Photography of Game of Thrones


Book Description

Enter the world of HBO’s global television phenomenon Game of Thrones with this limited edition of The Photography of Game of Thrones—the definitive photographic collection. This deluxe limited edition of The Photography of Game of Thrones contains a beautiful 96-page full-color photography booklet featuring stunning portrait shots of each character, a selection of eight art prints, and is signed by Game of Thrones principal stills photographer, Helen Sloan. Contained in a bold and gorgeously crafted clamshell case, The Photography of Game of Thrones captures the scope and nuance of the show in striking detail. This deluxe compendium features sumptuous photography from the making of HBO’s unparalleled hit show Game of Thrones. Offering a rare peek behind the scenes of one of the most popular and revered television shows of all time, The Photography of Game of Thrones gives fans an exclusive look at some of their favorite characters and moments from the show in gorgeous detail. The best of Sloan's collection, along with the work of the unit photography team, is featured here.




Rules of Play


Book Description

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.







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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.




Game of Thrones


Book Description

Discover the secrets behind creating the costumes for HBO's Game of Thrones in this definitive guide. The official guide to the complete costumes of HBO's landmark television series Game of Thrones. Discover how BAFTA and Emmy Award-winning costume designer Michele Clapton dressed the heroes and villains of Westeros and beyond, including Daenerys Targaryen, Cersei Lannister, Jon Snow, and Arya Stark. One of 4 comprehensive and officially licensed Game of Thrones retrospective books from HarperVoyager. * CRITICALLY ACCLAIMED - '...peruse the best of the robes, gowns, coats, and suits of armor that made up the rich fabric of Westeros in Game of Thrones: The Costumes' Vanity Fair * LEARN HOW COSTUMES DEFINED CHARACTERS - 440 pages of in-depth interviews and commentary on how costume design helped convey the evolution of George R.R. Martin's beloved characters such as Tyrion Lannister, Sansa Stark, and Brienne of Tarth. * SEE EXCLUSIVE IMAGES AND DESIGNS - Over 1,000 exclusive and rarely seen images including Michele Clapton's designs and original concept sketches. * HEAR FROM THE SHOW'S CREATORS - Features an exclusive foreword from Game of Thrones showrunners David Benioff and D. B. Weiss. * AN EYECATCHING COFFEE TABLE BOOK - Deluxe 9.75 × 13 inch format. * A PERFECT GIFT FOR GAME OF THRONES FANS - Perfectly timed for the holiday season, this gift will be cherished for a lifetime.







Cleveland Cavaliers A-Z


Book Description

A must-have book for any Cavs fan, Cleveland Cavaliers A- Z is compiled alphabetically for easy accessibility. The book offers a complete history of the franchise and includes hundreds of different items of interest. After the Cavaliers were founded as an expansion team in 1970, the team and its fans endured a league-worst 15-67 record in the inaugural season under head coach Bill Fitch. That gave the Cavs the first pick in the 1971 NBA Draft, which they used on Notre Dame’s Austin Carr, who joined a Cavaliers team that already had expansion draftee Bobby “Bingo” Smith. An influx of talent that included Jim Cleamons, Jim Chones, and Dick Snyder eventually led to the team’s first-ever playoff appearance in 1975-76--including the “Miracle of Richfield” against the Washington Bullets. Since then Cavs fans have witnessed the first and second comings of LeBron James and two trips to the NBA Finals. Through savvy draft picks and trades, the Cavs are one of the most consistently successful franchises in the league. Cleveland Cavaliers A- Z brings you the history of the Cavs and will delight those with a penchant for sports trivia with its array of facts and heightened attention to detail. From Gary Alexander to Tyler Zeller, this book has all the information Cavs fans would ever want to know about their team.