Playing the Nation Game


Book Description

In this study, Benjamin Zachariah questions the tendency to regard nationalism as a necessary, inevitable and natural basis upon which to organise the world. In doing so, he embarks on a series of reflections on a longstanding project in Indian historiography which has until today not reached successful resolution: that of "decentring" the nation as the central focus of history-writing in and about India. This outstanding collection presents essays held together with one common thread: a concern with writing histories of India that cannot be subsumed within a bland and obligatory history of Indian nationalism, and a concern with not writing histories of nationalism while writing histories of absolutely anything or everything. Claiming to speak from the perspective of internationalism and celebrating the rootless cosmopolitanism of the merely human, Benjamin Zachariah urges historians to begin the completion of this incomplete yet necessary "decentring" project by placing their own histories, politics, and "interests" before a readership and leaving these open for scrutiny and comment.




Playing the Enemy


Book Description

After being released from prison and winning South Africa's first free election, Nelson Mandela presided over a country still deeply divided by fifty years of apartheid. His plan was ambitious if not far-fetched: Use the national rugby team, the Springboks--long an embodiment of white supremacist rule--to embody and engage a new South Africa as they prepared to host the 1995 World Cup. The string of wins that followed not only defied the odds, but capped Mandela's miraculous effort to bring South Africans together in a hard-won, enduring bond.




Gamer Nation


Book Description

A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming.The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week?The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive.He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death.Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.




Gamer Nation


Book Description

Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.




The Infinite Game


Book Description

From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.




America's Game


Book Description

It’s difficult to imagine today—when the Super Bowl has virtually become a national holiday and the National Football League is the country’s dominant sports entity—but pro football was once a ramshackle afterthought on the margins of the American sports landscape. In the span of a single generation in postwar America, the game charted an extraordinary rise in popularity, becoming a smartly managed, keenly marketed sports entertainment colossus whose action is ideally suited to television and whose sensibilities perfectly fit the modern age. America’s Game traces pro football’s grand transformation, from the World War II years, when the NFL was fighting for its very existence, to the turbulent 1980s and 1990s, when labor disputes and off-field scandals shook the game to its core, and up to the sport’s present-day preeminence. A thoroughly entertaining account of the entire universe of professional football, from locker room to boardroom, from playing field to press box, this is an essential book for any fan of America’s favorite sport.




America's National Game


Book Description

This book is in great demand by baseball enthusiasts. Having been connected with every department of the game from player to magnate, Mr. Spalding has contributed a very important work to the game's history. As the invincible pitcher of the Boston Club, previous to the formation of the National League, his book of so many pages is an interesting record of events dating from the beginning of the great American pastime. It is not exactly a history of the game, but deals largely with incidents during the author's career, who was a player in the late 1860s and early 1870s, and helped organize the National League in 1876. One chapter, devoted to sundry topics, gives an account of the sale of the immortal "King Kelly," the original "$10,000 beauty," by Chicago to the Boston Club in the late 1880s. Other Chapters are devoted to the literature of the game, quoting several instances of the baseball paragrapher's art and also specimens of the distinct poetry of the pastime, of which "Casey at the Bat" is probably the most widely known. The Cincinnati Red Stockings Mr. Spalding gives credit as being the pioneer professional organization. It was not, however, until 1871 that professional baseball playing, as recognized today, was instituted. Mr. Spalding shows how cricket could not do for Americans. He says it is suitable for the British temperament, but not for the Yankee hustling spirit. He also tells how he worked into the game through a one-handed catch when a small boy. To lovers of baseball, whose name is legion, and whose number increases yearly, this book comprises in itself a whole library of useful information.




Playing for Their Nation


Book Description

"Steven R. Bullock describes how virtually every significant American military installation around the world boasted formal baseball teams and leagues designed to soothe the anxieties of combatants and prepare them physically for battle. Officials also sponsored hundreds of exhibition contests involving military and civilian teams and tours by major league stars to entertain servicemen and elevate their spirits."--BOOK JACKET.




Joystick Nation


Book Description

In a scant fifteen years, video and computer games have grown into a $6-billion-a-year global industry, sucking up ever-increasing amounts of leisure time and disposable income. In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape. Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons. Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.




Poker Nation


Book Description

“Poker Nation is a travelogue to the quirky world of competitive poker, an exploration of poker obsession and addiction (not necessarily the same thing) and a primer on mathematics, poker lingo and technique. Entertaining and accessible.” —USA Today Journalist and poker fanatic Andy Bellin takes readers on a raucous journey into the shut-up-and-deal world of professional poker. From basement games to the World Series of Poker in Las Vegas, you'll look over his shoulder as he learns to count cards, read a legendary player's body language, hang in there when the chips are down, and take his beatings like a man. Even if you don't know the difference between a flop and a river card, Bellin keeps you in the game with his portraits of the colorful players, dreamers, hustlers, and eccentrics who populate this strange subculture. Along with learning what goes on behind the scenes in illegal poker clubs, you'll get great advice on how to play Texas Hold'em, today's game of choice for big-money players.