Bodies Built for Game

Bodies Built for Game
Author: Natalie Diaz,Hannah Ensor
Publsiher: U of Nebraska Press
Total Pages: 401
Release: 2019-10-01
Genre: Sports & Recreation
ISBN: 9781496217738

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Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens’s four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar’s protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.

Dictionary of Sports and Games Terminology

Dictionary of Sports and Games Terminology
Author: Adrian Room
Publsiher: McFarland
Total Pages: 187
Release: 2010-04-30
Genre: Sports & Recreation
ISBN: 9780786442263

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The specialized jargon of some sports can be quite esoteric. Non-Americans, for example, are likely puzzled by baseball terms such as bunt, cut-off man, and safety squeeze, while the non-British may pause over cricket's Chinaman, doosra, golden duck, off-break, popping crease, and yorker. This new dictionary gives the definitions of more than 8,000 terms used in sports and games from around the world, including mainstream sports like basketball and billiards alongside the more obscure netball and snooker. Entries cover sports equipment, strategies, venues, qualifying categories, awards, and administrative bodies, while a comprehensive system of cross-references offers assistance and clarification when needed. An appendix lists standard abbreviations of sports ruling bodies and administrative organizations.

Gamer Girls

Gamer Girls
Author: Mary Kenney
Publsiher: Running Press Kids
Total Pages: 307
Release: 2022-07-19
Genre: Young Adult Nonfiction
ISBN: 9780762474554

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Discover the women behind the video games we love—the iconic games they created, the genres they invented, the studios and companies they built—and how they changed the industry forever. Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played—and will continue to play—in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: Roberta Williams (one of the creators of the adventure genre) Mabel Addis Mergardt (the first person to write a video game) Muriel Tramis (the French "knight" of video games) Keiko Erikawa (creator of the otome genre) Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) Rebecca Heineman (first national video game tournament champion) Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) and more! Whether you’re a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!

Critical Digital Studies

Critical Digital Studies
Author: Arthur Kroker,Marilouise Kroker
Publsiher: University of Toronto Press
Total Pages: 624
Release: 2013-12-11
Genre: Social Science
ISBN: 9781442666719

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Since its initial publication, Critical Digital Studies has proven an indispensable guide to understanding digitally mediated culture. Bringing together the leading scholars in this growing field, internationally renowned scholars Arthur and Marilouise Kroker present an innovative and interdisciplinary survey of the relationship between humanity and technology. The reader offers a study of our digital future, a means of understanding the world with new analytic tools and means of communication that are defining the twenty-first century. The second edition includes new essays on the impact of social networking technologies and new media. A new section – “New Digital Media” – presents important, new articles on topics including hacktivism in the age of digital power and the relationship between gaming and capitalism. The extraordinary range and depth of the first edition has been maintained in this new edition. Critical Digital Studies will continue to provide the leading edge to readers wanting to understand the complex intersection of digital culture and human knowledge.

Between the World and Me

Between the World and Me
Author: Ta-Nehisi Coates
Publsiher: One World
Total Pages: 163
Release: 2015-07-14
Genre: Biography & Autobiography
ISBN: 9780679645986

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#1 NEW YORK TIMES BESTSELLER • NATIONAL BOOK AWARD WINNER • NAMED ONE OF TIME’S TEN BEST NONFICTION BOOKS OF THE DECADE • PULITZER PRIZE FINALIST • NATIONAL BOOK CRITICS CIRCLE AWARD FINALIST • ONE OF OPRAH’S “BOOKS THAT HELP ME THROUGH” • NOW AN HBO ORIGINAL SPECIAL EVENT Hailed by Toni Morrison as “required reading,” a bold and personal literary exploration of America’s racial history by “the most important essayist in a generation and a writer who changed the national political conversation about race” (Rolling Stone) NAMED ONE OF THE MOST INFLUENTIAL BOOKS OF THE DECADE BY CNN • NAMED ONE OF PASTE’S BEST MEMOIRS OF THE DECADE • NAMED ONE OF THE TEN BEST BOOKS OF THE YEAR BY The New York Times Book Review • O: The Oprah Magazine • The Washington Post • People • Entertainment Weekly • Vogue • Los Angeles Times • San Francisco Chronicle • Chicago Tribune • New York • Newsday • Library Journal • Publishers Weekly In a profound work that pivots from the biggest questions about American history and ideals to the most intimate concerns of a father for his son, Ta-Nehisi Coates offers a powerful new framework for understanding our nation’s history and current crisis. Americans have built an empire on the idea of “race,” a falsehood that damages us all but falls most heavily on the bodies of black women and men—bodies exploited through slavery and segregation, and, today, threatened, locked up, and murdered out of all proportion. What is it like to inhabit a black body and find a way to live within it? And how can we all honestly reckon with this fraught history and free ourselves from its burden? Between the World and Me is Ta-Nehisi Coates’s attempt to answer these questions in a letter to his adolescent son. Coates shares with his son—and readers—the story of his awakening to the truth about his place in the world through a series of revelatory experiences, from Howard University to Civil War battlefields, from the South Side of Chicago to Paris, from his childhood home to the living rooms of mothers whose children’s lives were taken as American plunder. Beautifully woven from personal narrative, reimagined history, and fresh, emotionally charged reportage, Between the World and Me clearly illuminates the past, bracingly confronts our present, and offers a transcendent vision for a way forward.

Not of the Living Dead

Not of the Living Dead
Author: Noah Simon Jampol,Cain Miller,Leah Richards
Publsiher: McFarland
Total Pages: 269
Release: 2023-03-08
Genre: Performing Arts
ISBN: 9781476648354

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A killer monkey. Suburban witchcraft. Motorcycle jousting. A cockroach invasion. Despite this enticing list of other subjects, George A. Romero is best known for the genre-defining 1968 film Night of the Living Dead and subsequent zombie films. The non-zombie films in his decades-long career have gotten varied degrees of critical examination but they remain underexamined compared to the Dead flicks. This book focuses on Romero's "other" work, highlighting lesser-known films such as There's Always Vanilla (1971) and Bruiser (2000), as well as more popular films such as Martin (1977) and The Crazies (1973). It examines how his body of work participates in social critique by delving into issues such as capitalism's pitfalls and excesses, domestic and racial power imbalances, and our patriarchal culture's expectations of masculinity, femininity, and sexuality.

Time Is the Thing a Body Moves Through

Time Is the Thing a Body Moves Through
Author: T Fleischmann
Publsiher: Coffee House Press
Total Pages: 127
Release: 2019-06-04
Genre: Literary Collections
ISBN: 9781566895552

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W. G. Sebald meets Maggie Nelson in an autobiographical narrative of embodiment, visual art, history, and loss. How do the bodies we inhabit affect our relationship with art? How does art affect our relationship to our bodies? T Fleischmann uses Felix Gonzáles-Torres’s artworks—piles of candy, stacks of paper, puzzles—as a path through questions of love and loss, violence and rejuvenation, gender and sexuality. From the back porches of Buffalo, to the galleries of New York and L.A., to farmhouses of rural Tennessee, the artworks act as still points, sites for reflection situated in lived experience. Fleischmann combines serious engagement with warmth and clarity of prose, reveling in the experiences and pleasures of art and the body, identity and community.

Mario Party 5

Mario Party 5
Author: Bryan Stratton
Publsiher: Unknown
Total Pages: 132
Release: 2003
Genre: Games & Activities
ISBN: 0761544801

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It's Party Time . . . Mario Style! - Tips, tricks, strategies, and cheats for all 75 Mini-Games, including 4P, 1 vs. 3, 2 vs. 2, Battle, Duel, Bowser, and DK Mini-Games! - All hidden game secrets revealed, from Board Maps to Mini-Game modes! - Crucial details on all 28 capsules, including the super-rare Miracle, Chance, and Bowser capsules! - Every game mode covered in detail - Full biographies of all playable and nonplayable characters - Full-color, 3D maps of all seven Board Maps, with every Happening Space explained! - Every Super Duel machine part revealed, including the super-rare Bowser Punch and Bob-omb Wall!