The Face Game


Book Description

The Face Game was written in the late 1960s. Harding places the experience of headlessness in the context of Transactional Analysis, and shows how under all the games people play, is a master game, the Face Game. When we see through this game -- seeing we are faceless -- then we find our way through to freedom from psychological game-playing. We find our way through to Liberation.




Game Face


Book Description

On playing fields and street corners, in backyards and gyms, the people in this arresting array of pictures are unselfconsciously exploring the physical and emotional pleasures of competition and play. Each image offers an affirming and satisfying answer to the question at the heart of Game Face: What do girls and women look like when freed from traditional feminine constraints, using their bodies in joyful and empowering ways? To show America what women’s sports looks like, Jane Gottesman searched through the work of our country’s best photographers, from the newest photojournalists to artists such as Annie Leibovitz and Ansel Adams. The result is a unique and inspiring document of the tremendous impact that the growth of female sports at all levels is having on society—and on women themselves.




Game Face


Book Description

A memoir by the NBA Hall of Fame player, active from 1977-1993 and widely regarded as one of the all-time great New York Knicks. NBA Hall of Famer Bernard King is one of the most dynamic scorers in basketball history. King was notoriously private as a player, and rarely spoke to the press-not about his career and never about his personal life. And even beyond his prolific scoring, King will forever be remembered for the gruesome knee injury he suffered in 1985. Doctors who told him he'd never play again were shocked when he not only became the first player to return to the NBA from a torn ACL, but returned at an All Star level. In Game Face, King finally opens up about his life on and off the court. In his book, King's basketball I.Q. is on full display as he breaks down defenses using his own unique system for taking shots from predetermined spots on the floor. King talks about matching up against some of the all-time NBA greats, from Michael Jordan, Julius Erving and Charles Barkley to Larry Bird, Patrick Ewing and many others. He also tackles issues of race and family off the court, as well as breaking a personal cycle of negativity and self-destructiveness with the help of his family. Engaging, shocking, revelatory, yet always positive and upbeat, Bernard King's memoir appeals to multiple generations of basketball fans.




The Facefaker's Game


Book Description

For fans of Brandon Sanderson and Scott Lynch, a fantasy about a clever young beggar who bargains his way into an apprenticeship with a company of thieving magicians and uses his newfound skills in a vendetta against a ruthless crime lord. Ashes lives in Burroughside—the dirtiest, most crime-ridden district in the huge city of Teranis. His neighbors are gangs of fellow orphans, homeless madmen, and monsters that swarm the streets at nightfall. Determined to escape Burroughside, Ashes spends his days begging, picking pockets, and cheating at cards. When he draws the wrath of Mr. Ragged, Burroughside’s brutal governor, he is forced to flee for his life, only to be rescued by an enigmatic man named Candlestick Jack. Jack leads a group of Artificers, professional magicians who can manipulate light with their bare hands to create stunningly convincing illusions. Changing a face is as simple as changing a hat. Ashes seizes an opportunity to study magic under Jack and quickly befriends the rest of the company: Juliana, Jack’s aristocratic wife; William, his exacting business partner; and Synder, his genius apprentice. But all is not as it seems: Jack and his company lead a double life as thieves, and they want Ashes to join their next heist. Between lessons on light and illusion, Ashes begins preparing to help with Jack’s most audacious caper yet: robbing the richest and most ruthless nobleman in the city. A dramatic adventure story full of wit, charm, and scheming rogues, The Facefaker’s Game introduces an unforgettable world you won’t soon want to leave.




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.




No Relief


Book Description

Javon Park loves baseball. This summer, his team is fighting for the championship! As relief pitcher, Javon knows the final moments of every game belong to him. And after drum lessons from his older brother, Ki, Javon feels like he might have found his rhythm. Strike one, strike two, strike three. Will it be enough to take down a worthy opponent?




Fair Play


Book Description

AN INSTANT NEW YORK TIMES BESTSELLER • A REESE'S BOOK CLUB PICK Tired, stressed, and in need of more help from your partner? Imagine running your household (and life!) in a new way... It started with the Sh*t I Do List. Tired of being the “shefault” parent responsible for all aspects of her busy household, Eve Rodsky counted up all the unpaid, invisible work she was doing for her family—and then sent that list to her husband, asking for things to change. His response was...underwhelming. Rodsky realized that simply identifying the issue of unequal labor on the home front wasn't enough: She needed a solution to this universal problem. Her sanity, identity, career, and marriage depended on it. The result is Fair Play: a time- and anxiety-saving system that offers couples a completely new way to divvy up domestic responsibilities. Rodsky interviewed more than five hundred men and women from all walks of life to figure out what the invisible work in a family actually entails and how to get it all done efficiently. With 4 easy-to-follow rules, 100 household tasks, and a series of conversation starters for you and your partner, Fair Play helps you prioritize what's important to your family and who should take the lead on every chore, from laundry to homework to dinner. “Winning” this game means rebalancing your home life, reigniting your relationship with your significant other, and reclaiming your Unicorn Space—the time to develop the skills and passions that keep you interested and interesting. Stop drowning in to-dos and lose some of that invisible workload that's pulling you down. Are you ready to try Fair Play? Let's deal you in.




Snap Decision


Book Description

Sometimes the truth hits hard. Chase Clark just upped his game. As an eighth grader, he scores the chance to play on the varsity football team with his best friend, Tripp. But when a hard hit takes Tripp down, Chase is the only one who knows what really happened. And telling could have serious consequences. Making the right call won’t be easy. Neither will the consequences he’ll face, both with the guys on the team and with the school. What’s the game plan when doing right might means everything else goes very wrong?




The Creator’s Game


Book Description

A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.




Artificial Intelligence Applications and Innovations


Book Description

This book constitutes the refereed proceedings of the 10th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2014, held in Rhodes, Greece, in September 2014. The 33 revised full papers and 29 short papers presented were carefully reviewed and selected from numerous submissions. They are organized in the following topical sections: learning-ensemble learning; social media and mobile applications of AI; hybrid-changing environments; agent (AGE); classification pattern recognition; genetic algorithms; image and video processing; feature extraction; environmental AI; simulations and fuzzy modeling; and data mining forecasting.