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The Game Changed Cover

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The Game Changed

Essays and Other Prose

Lawrence Joseph

Praise for Lawrence Joseph: "Poetry of great dignity, grace, and unrelenting persuasiveness… Joseph gives us new hope for the resourcefulness of humanity, and of poetry." ---John Ashbery "Like Henry Adams, Joseph seems to be writing ahead of actual events, and that makes him one of the scariest writers I know." ---David Kirby, The New York Times Book Review "The most important lawyer-poet of our era." ---David Skeel, Legal Affairs A volume in the Poets on Poetry series, which collects critical works by contemporary poets, gathering together the articles, interviews, and book reviews by which they have articulated the poetics of a new generation. Essays on poetry by the most important poet-lawyer of our era The Game Changed: Essays and Other Prose presents works by prominent poet and lawyer Lawrence Joseph that focus on poetry and poetics, and on what it is to be a poet. Joseph takes the reader through the aesthetics of modernism and postmodernism, a lineage that includes Wallace Stevens, William Carlos Williams, and Gertrude Stein, switching critical tracks to major European poets like Eugenio Montale and Hans Magnus Enzensberger, and back to American masters like James Schuyler and Adrienne Rich. Always discerning, especially on issues of identity, form, and the pressures of history and politics, Joseph places his own poetry within its critical contexts, presenting narratives of his life in Detroit, where he grew up, and in Manhattan, where he has lived for 30 years. These pieces also portray Joseph’s Lebanese, Syrian, and Catholic heritages, and his life as a lawyer, distinguished law professor, and legal scholar.

Game Faces Cover

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Game Faces

Five Early American Champions and the Sports They Changed

Thomas H. Pauly

This compelling blend of biography and cultural history depicts five important yet nearly forgotten athletes from the late nineteenth and early twentieth centuries who had a transformative effect on their sports and on the evolution of sports in general. Tom Stevens was the first man to ride a bicycle, “a high wheeler,” around the world (1884-87). Fanny Bullock Workman completed seven expeditions into the Himalayas between 1898 and 1912. Bill Reid, a Harvard football coach and one of the game’s first professionals, played a key role in saving the sport from a national movement to abolish it in 1905. May Sutton became the National Champion of women’s tennis at the age of sixteen and was the first American woman to triumph at Wimbledon (1905). Barney Oldfield was an early champion of motor car racing (1902) whose aggressive pursuit of crowd appeal and “outlaw” style rankled his competitors but won him many races.

Although they participated in different sports, these five athletes were central to the evolution of sports from casual leisure recreations into serious, commercialized competitions and recognizable approximations of our sports today. Game Faces tracks the powerful influence of money, rules, and mediating organizations on this transformation and examines pitched battles between these champions and their archrivals. The outcomes determined not only the winners but also the future of their sports.

Game Management Cover

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Game Management

Aldo Leopold

With this book, published more than a half-century ago, Aldo Leopold created the discipline of wildlife management. Although A Sand Country Almanac is doubtless Leopold’s most popular book, Game Management may well be his most important. In this book he revolutionized the field of conservation.

The Game of Conservation Cover

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The Game of Conservation

International Treaties to Protect the World's Migratory Animals

Mark Cioc

The Game of Conservation is a brilliantly crafted and highly readable examination of nature protection around the world.

Twentieth-century nature conservation treaties often originated as attempts to regulate the pace of killing rather than as attempts to protect animal habitat. Some were prompted by major breakthroughs in firearm techniques, such as the invention of the elephant gun and grenade harpoons, but agricultural development was at least as important as hunting regulations in determining the fate of migratory species. The treaties had many defects, yet they also served the goal of conservation to good effect, often saving key species from complete extermination and sometimes keeping the population numbers at viable levels. It is because of these treaties that Africa is dotted with large national parks, that North America has an extensive network of bird refuges, and that there are any whales left in the oceans. All of these treaties are still in effect today, and all continue to influence nature-protection efforts around the globe.

Drawing on a wide variety of primary and secondary sources, Mark Cioc shows that a handful of treaties—all designed to protect the world’s most commercially important migratory species—have largely shaped the contours of global nature conservation over the past century. The scope of the book ranges from the African savannahs and the skies of North America to the frigid waters of the Antarctic.

Game of Justice, The Cover

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Game of Justice, The

A Theory of Individual Self-Government

The Game of Justice argues that justice is politics, that politics is something close to ordinary people and not located in an abstract and distant institution known as the State, and that the concept of the game provides a new way to appreciate the possibilities of creating justice. Justice, as a game, is played in a challenging environment that makes serious demands on the participants, in terms of self-knowledge and individual self-government, and also in terms of understanding social behavior. What the term game provides is a radical opening of all established institutions: the status quo is neither absolute nor inevitable, but is the result of past political controversy, a result created by the winners to express their victory. At the same time, the game of justice, like all games, is played over and over again, with winners and losers changing places over time. This serves as encouragement to past losers and provides a cautionary reminder to past winners.

Game, Set, Match Cover

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Game, Set, Match

Billie Jean King and the Revolution in Women’s Sports

Susan Ware

While King did not single-handedly cause the revolution in women's sports, she quickly became one of its most enduring symbols, as did Title IX, a federal law that was initially passed in 1972 to attack sex discrimination in educational institutions but had its greatest impact by opening opportunities for women in sports. King's place in tennis history is secure, and now, with ###Game, Set, Match#, she can take her rightful place as a key player in the history of feminism as well. By linking the stories of King and Title IX, Ware explains why women's sports took off in the 1970s and demonstrates how giving women a sporting chance has permanently changed American life on and off the playing field.

Game Work Cover

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Game Work

Language, Power, and Computer Game Culture

Written by Ken S. McAllister

Video and computer games in their cultural contexts.

As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.

In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power.

This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.

Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Gameplay Mode Cover

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Gameplay Mode

War, Simulation, and Technoculture

Patrick Crogan

From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.

Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.

Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.

The Games Black Girls Play Cover

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The Games Black Girls Play

Learning the Ropes from Double-Dutch to Hip-Hop

Kyra Gaunt

2007 Alan Merriam Prize presented by the Society for Ethnomusicology

2007 PEN/Beyond Margins Book Award Finalist

When we think of African American popular music, our first thought is probably not of double-dutch: girls bouncing between two twirling ropes, keeping time to the tick-tat under their toes. But this book argues that the games black girls play —handclapping songs, cheers, and double-dutch jump rope—both reflect and inspire the principles of black popular musicmaking.

The Games Black Girls Play illustrates how black musical styles are incorporated into the earliest games African American girls learn—how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Kyra D. Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. In this celebration of playground poetry and childhood choreography, she uncovers the surprisingly rich contributions of girls’ play to black popular culture.

Games, Information, and Politics Cover

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Games, Information, and Politics

Applying Game Theoretic Models to Political Science

Scott Gates and Brian D. Humes

To study the strategic interaction of individuals, we can use game theory. Despite the long history shared by game theory and political science, many political scientists remain unaware of the exciting game theoretic techniques that have been developed over the years. As a result they use overly simple games to illustrate complex processes. Games, Information, and Politics is written for political scientists who have an interest in game theory but really do not understand how it can be used to improve our understanding of politics. To address this problem, Gates and Humes write for scholars who have little or no training in formal theory and demonstrate how game theoretic analysis can be applied to politics. They apply game theoretic models to three subfields of political science: American politics, comparative politics, and international relations. They demonstrate how game theory can be applied to each of these subfields by drawing from three distinct pieces of research. By drawing on examples from current research projects the authors use real research problems--not hypothetical questions--to develop their discussion of various techniques and to demonstrate how to apply game theoretic models to help answer important political questions. Emphasizing the process of applying game theory, Gates and Humes clear up some common misperceptions about game theory and show how it can be used to improve our understanding of politics. Games, Information, and Politics is written for scholars interested in understanding how game theory is used to model strategic interactions. It will appeal to sociologists and economists as well as political scientists. Scott Gates is Assistant Professor of Political Science, Michigan State University. Brian D. Humes is Associate Professor of Political Science, University of Nebraska-Lincoln.

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