The definitive sports and social history of the modern Olympic games—by a New York Times best-selling sportswriter. A Boston Globe Best Book of 2016 A Kirkus Reviews Best Nonfiction Book of 2016 For millions of people around the world, the Summer and Winter Games are a joy and a treasure, but how did they develop into a global colossus? How have they been buffeted by—and, in turn, affected by—world events? Why do we care about them so much? From the reinvention of the Games in Athens in 1896 to Rio in 2016, best-selling sportswriter David Goldblatt brilliantly traces their history through national triumphs and tragedies, individual victories and failures. Here is the story of grand Olympic traditions such as winners’ medals, the torch relay, and the eternal flame. Here is the story of popular Olympic events such as gymnastics, the marathon, and alpine skiing (as well as discontinued ones like tug-of-war). And here in all their glory are Olympic icons from Jesse Owens to Nadia Comaneci, Abebe Bikila to Bob Beamon, the Dream Team to Usain Bolt. Hailed in the Wall Street Journal for writing about sports “with the expansive eye of a social and cultural critic,” Goldblatt goes beyond the medal counts to tell how women fought to be included in the Olympics on equal terms, how the wounded of World War II led to the Paralympics, and how the Olympics reflect changing attitudes to race and ethnicity. He explores the tensions between the Games’ amateur ideals and professionalization and commercialism in sports, the pitched battles between cities for the right to host the Games, and their often disappointing economic legacy. And in covering such seminal moments as Jesse Owens and Hitler at Berlin in 1936, the Black Power salute at Mexico City in 1968, the massacre of Israeli athletes at Munich in 1972, and the Miracle on Ice at Lake Placid in 1980, Goldblatt shows how prominently the modern Olympics have highlighted profound domestic and international conflicts. Illuminated with dazzling vignettes from over a century of the Olympics, this stunningly researched and engagingly written history captures the excitement, drama, and kaleidoscopic experience of the Games.
An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister’s life by threatening an attacking moose and then feigning death when the moose attacked him—skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.
Classifying, defining, and analyzing team sports and games -- The systemic nature of team sports -- The internal logic of team sports -- Decision-making in team sports -- The player's tactical knowledge -- The analysis of play in team sports -- Performance assessment in team sports -- An introduction to the team-sport assessment procedure and the game performance assessment instrument -- Underlying theories in the teaching-learning process of games and sports -- Constructing team sport knowledge -- Critical issues in the teaching of team sports -- Research and development.
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.