When War Played Through


Book Description

World War II transformed the American home front, and golf was no exception. The world-famous Masters course at Augusta National became a farm to ease food shortages. Ben Hogan and Sam Snead were drafted, and Bobby Jones enlisted. Rubber rationing forced pros and amateurs alike to play with well-worn golf balls—and created a black market for new ones. The 1942 U.S. Open was canceled, replaced by the Hale American Open—whose winner Ben Hogan was awarded $1000 in war bonds—while golfers across the country raised millions of dollars for the war effort. When War Played Through brings to life these little-known aspects of an endlessly fascinating period in golf’s history. Bestselling golf author John Strege’s narrative extends overseas, to captured soldiers in Germany who constructed golf courses in a POW camp and English golfers who devised rules for playing around bomb craters and shrapnel during the Blitz. Many golfers returned home from battle with commendations for valor, finding unmatched solace on the links after a dark time. When War Played Through is the compelling story of how an elite sport became a selfless one—and how golf became, for a nation at war, much more than a game.




When War Played Through


Book Description

Evaluates the impact of World War II on professional golf, citing such aspects as drafted players, the use of the Augusta National Masters course as a farm, the black market for new golf balls, and the revised rules for playing around Blitz bomb craters and shrapnel. Reprint.




Playing War


Book Description

Between the First and Second World Wars, the U.S. Navy used the experience it had gained in battle to prepare for future wars through simulated conflicts, or war games, at the Naval War College. In Playing War John M. Lillard analyzes individual war games in detail, showing how players tested new tactics and doctrines, experimented with advanced technology, and transformed their approaches through these war games, learning lessons that would prepare them to make critical decisions in the years to come. Recent histories of the interwar period explore how the U.S. Navy digested the impact of World War I and prepared itself for World War II. However, most of these works overlook or dismiss the transformational quality of the War College war games and the central role they played in preparing the navy for war. To address that gap, Playing War details how the interwar navy projected itself into the future through simulated conflicts. Playing War recasts the reputation of the interwar War College as an agent of preparation and innovation and the war games as the instruments of that agency.




Playing at War


Book Description

Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post–Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation’s past.




No Ordinary Time


Book Description

Doris Kearns Goodwin’s Pulitzer Prize–winning classic about the relationship between Franklin D. Roosevelt and Eleanor Roosevelt, and how it shaped the nation while steering it through the Great Depression and the outset of World War II. With an extraordinary collection of details, Goodwin masterfully weaves together a striking number of story lines—Eleanor and Franklin’s marriage and remarkable partnership, Eleanor’s life as First Lady, and FDR’s White House and its impact on America as well as on a world at war. Goodwin effectively melds these details and stories into an unforgettable and intimate portrait of Eleanor and Franklin Roosevelt and of the time during which a new, modern America was born.




Encyclopedia of Play in Today's Society


Book Description

Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.




War Plays by Women


Book Description

This anthology consists of ten plays from countries involved in the First World War. It explores the historical development of theatrical conventions and genres and the historical context of social and gender issues.




War Plays


Book Description

WAR PLAYS by Christine Evans collects for the first time three of this US-based, UK-Australian playwright's remarkable plays about war and aftermath: Trojan Barbie, Mothergun and Slow Falling Bird. With an introduction by esteemed filmmaker Peter Davis, this collection is a terrific introduction to Evans' astute theatrical voice.




That Game We Played During the War


Book Description

The people of Gaant are telepaths. The people of Enith are not. The two countries have been at war for decades, but now peace has fallen, and Calla of Enith seeks to renew an unlikely friendship with Gaantish officer Valk over an even more unlikely game of chess, in Carrie Vaughn's novella That Game We Played During The War. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




A Terrible Splendor


Book Description

Looks at the prominent figures and events surrounding the 1937 Davis Cup Tournament, specifically the match between Don Budge of the United States and Gottfried von Cramm of Germany.