Video Games Around the World


Book Description

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela




Diplomatic Games


Book Description

How events like the Olympics and World Cup have affected international relations: “A significant contribution to historical knowledge and understanding.” ?Peter J. Beck, author of Scoring for Britain International sporting events, including the Olympic Games and the FIFA World Cup, have experienced profound growth in popularity and significance since the mid-twentieth century. Sports often facilitate diplomacy, revealing common interests across borders and uniting groups of people who are otherwise divided by history, ethnicity, or politics. In many countries, popular athletes have become diplomatic envoys. Sport is an arena in which international conflict and compromise find expression, yet the impact of sports on foreign relations has not been widely studied by scholars. In Diplomatic Games, a team of international scholars examines how the nexus of sports and foreign relations has driven political and cultural change since 1945, demonstrating how governments have used athletic competition to maintain and strengthen alliances, promote policies, and increase national prestige. The contributors investigate topics such as China’s use of sports to oppose Western imperialism, the ways in which sports helped bring an end to apartheid in South Africa, and the impact of the United States’ 1980 Olympic boycott on US-Soviet relations. Bringing together innovative scholarship from around the globe, this groundbreaking collection makes a compelling case for the use of sport as a lens through which to view international relations.




Sports around the World [4 volumes]


Book Description

This multivolume set is much more than a collection of essays on sports and sporting cultures from around the world: it also details how and why sports are played wherever they exist, and examines key charismatic athletes from around the world who have transcended their sports. Sports Around the World: History, Culture, and Practice provides a unique, global overview of sports and sports cultures. Unlike most works of this type, this book provides both essays that examine general topics, such as globalization and sport, international relations and sport, and tourism and sport, as well as essays on sports history, culture, and practice in world regions—for example, Latin America and the Caribbean, the Middle East and North Africa, Europe, and Oceania—in order to provide a more global perspective. These essays are followed by entries on specific sports, world athletes, stadiums and arenas, famous games and matches, and major controversies. Spanning topics as varied as modern professional cycling to the fictional movie Rocky to the deadly ball game of the ancient Mayans, the first three volumes contain overview essays and entries for specific sports that have been and are currently practiced around the world. The fourth volume provides a compendium of information on the winners of major sporting competitions from around the world. Readers will gain invaluable insights into how sports have been enjoyed throughout all of human culture, and more fully comprehend their cultural contexts. The entries provide suggestions for further reading on each topic—helpful to general readers, students with school projects, university students and academics alike. Additionally, the four-volume Sports Around the World spotlights key charismatic athletes who have changed a sport or become more than just an outstanding player.





Book Description




2020 Standard Catalog of World Coins 1901-2000


Book Description

Impressive in size, scope and detail unparalleled in the market, the 2020 Standard Catalog of World Coins, 1901-2000, provides the most compelling and complete catalog to 20th Century coins in the world. You've come to rely on this mammoth reference for the most up-to-date pricing and coin detail, as well as the most complete and insightful review of available and collectable world coins. A worldwide network of 120 experts continues to uncover collector coin issues never before published. For the collector or researcher attempting to identify world coins, this is the perfect single source. Inside this one-of-a-kind catalog, you'll find: • One million accurate coin prices--empowering you to make informed buying or selling decisions. • MS65 and PR65 values for much of the catalog • Detailed coin information unmatched in the hobby, making identification a snap • 60,000+ images, making the catalog the most visual reference on the market • Globally accepted KM reference numbers key to identification What's more, coins struck in gold, platinum and silver are detailed with: • Total coin weight • Fineness • Actual precious metal weight




The Sovereign Colony


Book Description

Ceded to the United States under the terms of the Treaty of Paris after the Spanish-American War of 1898, Puerto Rico has since remained a colonial territory. Despite this subordinated colonial experience, however, Puerto Ricans managed to secure national Olympic representation in the 1930s and in so doing nurtured powerful ideas of nationalism. By examining how the Olympic movement developed in Puerto Rico, Antonio Sotomayor illuminates the profound role sports play in the political and cultural processes of an identity that evolved within a political tradition of autonomy rather than traditional political independence. Significantly, it was precisely in the Olympic arena that Puerto Ricans found ways to participate and show their national pride, often by using familiar colonial strictures--and the United States' claim to democratic values--to their advantage. Drawing on extensive archival research, both on the island and in the United States, Sotomayor uncovers a story of a people struggling to escape the colonial periphery through sport and nationhood yet balancing the benefits and restraints of that same colonial status. The Sovereign Colony describes the surprising negotiations that gave rise to Olympic sovereignty in a colonial nation, a unique case in Latin America, and uses Olympic sports as a window to view the broader issues of nation building and identity, hegemony, postcolonialism, international diplomacy, and Latin American-U.S. relations.




Temporalidades digitales


Book Description

El uso y la comprensión del tiempo ha sido un tema capital para el estudio de las sociedades, el arte, la ciencia o la filosofía. Y lo es hoy también para la creación audiovisual en la era de los new media e Internet. Temporalidades Digitales analiza las nuevas configuraciones temporales del audiovisual interactivo desde dos perspectivas: por un lado, la de la estructuración narrativa digital, sus usos, componentes y mecanismos de tratamiento temporal; y por el otro, la de su vivencia y percepción subjetiva. El resultado es una aproximación interdisciplinar que cubre ámbitos de estudio tan diversos como la narratología, los media studies o la filosofía a través del análisis de obras del cibertexto, el arte digital, los documentales interactivos o los videojuegos. Se trata de una de la primeras investigaciones que adoptan esta aproximación. Una contribución con análisis y modelos de comprensión para futuros estudios y diseños de obras interactivas




Historicizing the Pan-American Games


Book Description

The Pan-American Games, begun officially in 1951 in Buenos Aires and held in every region of the western hemisphere, have become one of the largest multi-sport games in the world. 6,132 athletes from 41 countries competed in 48 sports in the 2015 Games in Toronto, Canada. The Games are simultaneously an avenue for the spread of the Olympic Movement across the Americas, a stage for competing ideologies of Pan-American unity, and an occasion for host city infrastructural stimulus and economic development. And yet until this volume, the Games have never been studied as a single entity from a scholarly viewpoint. Historicizing the Pan-American Games presents 12 original articles on the Games. Topics range from the origins of the Games in the period between the world wars, to their urban, hemispheric and cultural legacies, to the policy implications of specific Games for international sport. The entire collection is set against the shifting economic, social, political, cultural, sporting and artistic contexts of the turbulent western hemisphere. Historicizing the Pan-American Games makes a significant contribution to the literature on major games, Olympic sport and sport in the western hemisphere. This book was previously published as a special issue of The International Journal of the History of Sport.




World Literature in Spanish [3 volumes]


Book Description

Containing roughly 850 entries about Spanish-language literature throughout the world, this expansive work provides coverage of the varied countries, ethnicities, time periods, literary movements, and genres of these writings. Providing a thorough introduction to Spanish-language literature worldwide and across time is a tall order. However, World Literature in Spanish: An Encyclopedia contains roughly 850 entries on both major and minor authors, themes, genres, and topics of Spanish literature from the Middle Ages to the present day, affording an amazingly comprehensive reference collection in a single work. This encyclopedia describes the growing diversity within national borders, the increasing interdependence among nations, and the myriad impacts of Spanish literature across the globe. All countries that produce literature in Spanish in Europe, Africa, the Americas, and Asia are represented, covering both canonical authors and emerging contemporary writers and trends. Underrepresented writings—such as texts by women writers, queer and Afro-Hispanic texts, children's literature, and works on relevant but less studied topics such as sports and nationalism—also appear. While writings throughout the centuries are covered, those of the 20th and 21st centuries receive special consideration.




Primeros pasos con Forge2D y Flame con Flutter


Book Description

Esta guía tiene la finalidad de dar los primeros pasos con Forge 2D empleando Flame con Flutter; con esto, vamos a plantear dos cosas: No es un libro que tenga por objetivo conocer al 100% Forge con Flame, o de cero a experto, ya que, sería un objetivo demasiado grande para el alcance de esta guía, si no, conocer que nos ofrece, sus principales características y cómo aplicarlas al desarrollo de juegos con físicas en 2D. Se da por hecho de que el lector tiene conocimientos al menos básicos en el desarrollo de Flame, Flutter y sus tecnologías básicas como Dart. Este libro tiene un enfoque práctico, conociendo los aspectos claves de la tecnología y pasando a la práctica, implementando de a poco pequeñas características y funcionalidades que pueden ser adaptadas a un juego real. Para seguir este libro necesitas tener una computadora con Windows, Linux o MacOS. El libro se encuentra actualmente en desarrollo. Este libro tiene un total de 7 capítulos, se recomienda que leas en el orden en el cual están dispuestos y a medida que vayamos explicando los fundamentos de Forge 2D con Flame en base a ejemplos; una vez domines la librería, puedes consultar las secciones en el orden que desees. Capítulo 1: Crearemos un proyecto en Flutter con las dependencias básicas necesarias para crear juegos con Forge 2D, Flame y Flutter. Capítulo 2: Explicaremos los conceptos básicos como qué es Forge 2D, los cuerpos, sus características y componentes, aplicar impulso, velocidad o fuerzas, formas de los cuerpos, manejar el contacto entre cuerpos y cómo interactuar con el mundo de Forge2D en general. Capítulo 3: Crearemos vários ejemplos pequeños para ir presentando uno a uno las características principales y funcionalidades de Forge2D, veremos de manera práctica los conceptos presentados en el anterior capítulo. Capítulo 4: Crearemos nuestro primer juego real en Forge que sería un juego de plataformas de saltos y desplazamiento horizontal, veremos cómo manejar el movimiento, saltos empleando la velocidad lineal además de emplear mapas de tipo tile. Capítulo 5: Crearemos un segundo juego en donde implementaremos funcionalidades similares al de Angry Birds como la de posicionar un ave, desplazar el ave en un radio específico mediante el evento drag y agregar impulsos en base a un vector resultante entre el origen y posición final. Capítulo 6: Crearemos un tercer juego en donde implementaremos funcionalidades similares a la de Pinball, agregar una bola, crear obstáculos, crear un brazo e implementar una meta movible. Capítulo 7: Crearemos cuarto juego al estilo Pong en el cual consiste en crear paredes, un par de barras e inclinar las barras y paredes según el ángulo de impacto de la pelota.