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Games, Rhymes, and Wordplay of London Children

by N. G. Kelsey

This book presents a unique annotated collection of some 2000 playground games, rhymes, and wordplay of London children. It charts continuity and development in childlore at a time of major social and cultural change and offers a detailed snapshot of changes in the traditions and language of young people. Topics include: starting a game; counting-out rhymes; games (without songs); singing and chanting games; clapping, skipping, and ball bouncing games; school rhymes and parodies; teasing and taunting; traditional belief and practice; traditional wordplay; and a concluding miscellany. Recorded mainly in the 1980s by primary schoolteacher Nigel Kelsey, transcribed verbatim from the children’s own words, and accompanied by extensive commentaries and annotation, the book sets a wealth of new information in the wider historical and contemporary context of existing studies in Britain, Ireland, and other parts of the English-speaking world. This valuable new resource will open new avenues for research and be of particular interest to folklorists and linguists, as well as to those working across the full spectrum of social, cultural, and educational studies.

Games User Research: A Case Study Approach

by Miguel Angel Garcia-Ruiz

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field."—Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Games Without Frontiers?: Socio-historical Perspectives at the Gaming/Gambling Intersection (Leisure Studies in a Global Era)

by Heather Wardle

This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.

Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (O'reilly Ser.)

by James Macanufo Sunni Brown Dave Gray

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

Gameworld Interfaces

by Kristine Jorgensen

An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds. Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of Rock Band and other music games) and Turbine Inc. (producer of such massively multiplayer online games as Lord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: Crysis, Command & Conquer 3: Tiberian Wars, The Sims 2, and Diablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.

Gameworld Interfaces

by Kristine Jørgensen

Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of Rock Band and other music games) and Turbine Inc. (producer of such massively multiplayer online games as Lord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: Crysis, Command & Conquer 3: Tiberian Wars, The Sims 2, and Diablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.

Gamification of Life and the Gaming Society: The Ludic Century (SpringerBriefs in Education)

by Fabian Arlt Hans-Jürgen Arlt

This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected. This book is of interest to students and researchers of social science and communication studies, especially those working on the interface of AI and society.

The Gamification of Society

by Stéphane Le Lay Emmanuelle Savignac Pierre Lénel Jean Frances

The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamification's logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their "mechanics" have on wider society. The empirical research presented in this book (examining designers' practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Gaming Culture(s) in India: Digital Play in Everyday Life

by Aditya Deshbandhu

This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Gaming Cultures and Place in Asia-Pacific (Routledge Studies in New Media and Cyberculture)

by Larissa Hjorth Dean Chan

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Gaming in Social, Locative, and Mobile Media

by Larissa Hjorth Ingrid Richardson

Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Gaming the World: How Sports Are Reshaping Global Politics and Culture

by Andrei S. Markovits Lars Rensmann

The globalizing influence of professional sportsProfessional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice.Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones.Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.

Gaming Utopia: Ludic Worlds in Art, Design, and Media

by Claudia Costa Pederson

In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.

Gandhi and Adivasis: Tribal Movements in Eastern India (1914-1948)

by Debasree De

Adivasi movements played a very important, if not determining, role in the India’s freedom struggle. Gandhi’s idea of mass mobilization couldn’t have been successful without the active participation of all sections of the Indian society. Adivasi movements were swelled by Gandhian ideology only during the Non-Cooperation movement. Though Gandhi’s interest in the tribal problems crystallized at a later stage of his life, his influence on tribal movements was revealing. His association with Thakkar Bapa and Verrier Elwin also enriched his knowledge about tribal state of affairs. Adivasis started looking at Gandhi as saviour or a saint, who could deliver them justice and peace. But, Gandhi always supported Adivasi movements in order to give a mass character to his movements. There were some particular demands of the Adivasis that were not supported by Gandhi. Their armed struggle was also against his non-violent principles. During the latter half of the twentieth century, movements like Tana Bhagat and Hari Baba were purely influenced by the Gandhian ideology, but failed to achieve their goals. Later on, the Jharkhand movement adopted the character of a non-violent struggle; here also the fruits disappeared. The present work focuses on the first three movements of the Chota Nagpur Plateau of eastern India during Gandhi’s lifetime and the current movements against forceful displacement by POSCO, Vedanta and others, in order to comprehend his ideological impact on Adivasi movements of today. The book has critically analysed and evaluated Gandhi’s impact on the Adivasi situation in colonial and post-colonial India. Please note: Taylor & Francis does not sell or distribute print edition in India, Pakistan, Nepal, Bhutan, Bangladesh and Sri Lanka.

Gandhi and the Psychology of Nonviolence, Volume 2: Applications across Psychological Science

by V. K. Kool Rita Agrawal

In volume 1 of Gandhi and the Psychology of Nonviolence the authors advanced a scientific psychology of nonviolence, derived from principles enunciated by Gandhi and supported by current state-of-the-art research in psychology. In this second volume the authors demonstrate its potential contribution across a wide range of applied psychology fields. As we enter the era of the Anthropocene, they argue, it is imperative to make use of Gandhi’s legacy through our evolving noospheric consciousness to address the urgent problems of the 21st century. The authors examine Gandhi’s contributions in the context of both established areas such as the psychology of religion, educational, community and organizational psychology and newer fields including environmental psychology and the psychology of technology. They provide a nuanced analysis which engages with both the latest research and the practical implications for initiatives like the Intergovernmental Panel on Climate Change and the UN’s Sustainable Development Goals.The book concludes with an overview of Gandhi’s contribution to modern psychology, which encompasses the history, development, and current impetus behind emerging work in the field as a whole. It marks an exciting contribution to studies of both Gandhi and psychology that will also provide unique insights for scholars of applied psychology, education, environmental and development studies.

Gandhi in the West

by Sean Scalmer

The non-violent protests of civil rights activists and anti-nuclear campaigners during the 1960s helped to redefine Western politics. But where did they come from? Sean Scalmer uncovers their history in an earlier generation's intense struggles to understand and emulate the activities of Mahatma Gandhi. He shows how Gandhi's non-violent protests were the subject of widespread discussion and debate in the USA and UK for several decades. Though at first misrepresented by Western newspapers, they were patiently described and clarified by a devoted group of cosmopolitan advocates. Small groups of Westerners experimented with Gandhian techniques in virtual anonymity and then, on the cusp of the 1960s, brought these methods to a wider audience. The swelling protests of later years increasingly abandoned the spirit of non-violence, and the central significance of Gandhi and his supporters has therefore been forgotten. This book recovers this tradition, charts its transformation, and ponders its abiding significance.

Gandhi’s Wisdom: Insights from the Founding Father of Modern Psychology in the East

by V. K. Kool Rita Agrawal

This book examines what Gandhian thought contributes to the conceptualisation of wisdom and its application in the 21st Century. It draws together leading international researchers and practitioners to combine an in-depth understanding of Gandhi’s philosophy with the latest research from psychology and allied social sciences. Beginning with an overview of wisdom in the domain of scientific research and as it is understood in our everyday life, the book’s editors further call attention to key cross cultural issues limiting its current scope. Amongst the topics explored are Gandhi’s silence, fasting, vows, self-efficacy, self-control, and more, illustrating what he offers not only to the study of wisdom within psychology, but across a broad range of disciplines and professional enterprises. It is invaluable to students and scholars of Gandhian studies, the psychology of wisdom, management and peace psychology; as well to readers with a general interest in the application of Gandhi’s wisdom today.

Gánese a la clientela femenina: Cómo transformar la experiencia del cliente para los consumidores más poderosos del mundo

by Bridget Brennan

La primera pregunta que le hacen los vendedores a Bridget Brennan, CEO de Female Factor, es siempre la misma: «¿Cómo puedo sobrevivir cuando los clientes tienen tantas opciones respecto de dónde comprar mi producto?». Si bien hay muchas estrategias para crecer en ventas, la que ella visualiza es la que muchos vendedores pasar por alto, o sea, la más obvia: hacer que la experiencia del cliente sea tan grande que quieran invertir su tiempo y dinero con usted. Dado que las mujeres manejan entre el 70% y el 80% del presupuesto de consumo familiar y le otorgan un valor tan alto a la experiencia del servicio, esto parece no tener demasiada ciencia. ¿Sentido común? Sí. ¿Práctica común? No. En esta era tecnológica que se acelera vertiginosamente, hay una necesidad urgente de un nuevo modelo de ventas dirigido a la consumidora que empuña hábilmente su smartphone, instruida en Google, amante de las marcas, y que a menudo conoce más sobre los productos que desea adquirir que el mismo vendedor que se para frente a ella. En este nuevo libro, Brennan brinda a los profesionales de ventas una guía para dominar las habilidades necesarias para la comercialización en el siglo XXI.

Gang Leader for a Day

by Sudhir Venkatesh

A New York Times BestsellerForeword by Stephen J. Dubner, coauthor of FreakonomicsWhen first-year graduate student Sudhir Venkatesh walked into an abandoned building in one of Chicago's most notorious housing projects, he hoped to find a few people willing to take a multiple-choice survey on urban poverty--and impress his professors with his boldness. He never imagined that as a result of this assignment he would befriend a gang leader named JT and spend the better part of a decade embedded inside the projects under JT's protection. From a privileged position of unprecedented access, Venkatesh observed JT and the rest of his gang as they operated their crack-selling business, made peace with their neighbors, evaded the law, and rose up or fell within the ranks of the gang's complex hierarchical structure. Examining the morally ambiguous, highly intricate, and often corrupt struggle to survive in an urban war zone, Gang Leader for a Day also tells the story of the complicated friendship that develops between Venkatesh and JT--two young and ambitious men a universe apart."Riveting." --The New York Times"Compelling... dramatic... Venkatesh gives readers a window into a way of life that few Americans understand." --Newsweek"An eye-opening account into an underserved city within the city." --Chicago Tribune"The achievement of Gang Leader for a Day is to give the dry statistics a raw, beating heart." --The Boston Globe"A rich portrait of the urban poor, drawn not from statistics but from viivd tales of their lives and his, and how they intertwined." --The Economist"A sensative, sympathetic, unpatronizing portrayal of lives that are ususally ignored or lumped into ill-defined stereotype." --Finanical TimesSudhir Venkatesh's latest book Floating City: A Rogue Sociologist Lost and Found in New York's Underground Economy--a memoir of sociological investigation revealing the true face of America's most diverse city--was published in September 2013 by The Penguin Press

Gang Leader for a Day: A Rogue Sociologist Takes to the Streets

by Sudhir Alladi Venkatesh

Gang Leader for a Day is the fascinating full story of how Sudhir Venkatesh managed to gain entrance into the gang, what he learned, and how his method revolutionized the academic establishment. When Venkatesh walked into an abandoned building in one of Chicago's most notorious housing projects, he was looking for people to take a multiple-choice survey on urban poverty. A first-year grad student hoping to impress his professors with his boldness, he never imagined that as a result of the assignment he would befriend a gang leader named JT and spend the better part of a decade inside the projects under JT's protection, documenting what he saw there. Over the next seven years, Venkatesh got to know the neighborhood dealers, crackheads, squatters, prostitutes, pimps, activists, cops, organizers, and officials. From his privileged position of unprecedented access, he observed JT and the rest of the gang as they operated their crack-selling business, conducted PR within their community, and rose up or fell within the ranks of the gang's complex organizational structure. In Hollywood-speak, Gang Leader for a Day is The Wire meets Harvard University. It's a brazen, page turning, and fundamentally honest view into the morally ambiguous, highly intricate, often corrupt struggle to survive in what is tantamount to an urban war zone. It is also the story of a complicated friendship between Sudhir and JT-two young and ambitious men a universe apart.

Gang Life in Two Cities: An Insider's Journey

by Robert J. Durán

Refusing to cast gangs in solely criminal terms, Robert J. Durán, a former gang member turned scholar, recasts such groups as an adaptation to the racial oppression of colonization in the American Southwest. Developing a paradigm rooted in ethnographic research and almost two decades of direct experience with gangs, Durán completes the first-ever study to follow so many marginalized groups so intensely for so long, revealing their core characteristics, behavior, and activities within two unlikely American cities.Durán spent five years in Denver, Colorado, and Ogden, Utah, conducting 145 interviews with gang members, law enforcement officers, prosecutors, and other relevant individuals. From his research, he constructs a comparative outline of the emergence and criminalization of Latino youth groups, the ideals and worlds they create, and the reasons for their persistence. He also underscores the failures of violent gang suppression tactics, which have only further entrenched these groups within the barrio. Encouraging cultural activists and current and former gang members to pursue grassroots empowerment, Durán proposes new solutions to racial oppression that challenge and truly alter the conditions of gang life.

The Gang Paradox: Inequalities and Miracles on the U.S.-Mexico Border (Studies in Transgression)

by Robert J. Durán

The areas along the U.S.-Mexico border are commonly portrayed as a hot spot for gang activity, drug trafficking, and violence. Yet when Robert J. Durán conducted almost a decade’s worth of ethnographic research in border towns between El Paso, Texas, and southern New Mexico—a region notorious for gang activity, according to federal officials—he found significantly less gang membership and activity than common fearmongering claims would have us believe. Instead, he witnessed how the gang label was used to criminalize youth of Mexican descent—to justify the overrepresentation of Latinos in the justice system, the implementation of punitive practices in the school system, and the request for additional resources by law enforcement.In The Gang Paradox, Durán analyzes the impact of deportation, incarceration, and racialized perceptions of criminality on Latino families and youth along the border. He draws on ethnography, archival research, official data sources, and interviews with practitioners and community members to present a compelling portrait of Latino residents’ struggles amid deep structural disadvantages. Durán, himself a former gang member, offers keen insights into youth experience with schools, juvenile probation, and law enforcement. The Gang Paradox is a powerful community study that sheds new light on intertwined criminalization and racialization, with policy relevance toward issues of gangs, juvenile delinquency, and the lack of resources in border regions.

Gangbangs and Drive-Bys: Grounded Culture and Juvenile Gang Violence (Social Problems And Social Issues Ser.)

by William Sanders

This study, based on quantitative and qualitative data gathered over a twelve-year period, takes its title from the two predominant styles of gang violence: 'drive-bys,' which have replaced 'rumbles' as the primary form of gang violence; and 'gang-bangs' - a generic term for other gang violence that includes assaults, knifings, and beatings.The author attempts to understand the situations in which a young man would drive up to another human being and, without further ado, blow his head off. By examining hundreds of such situations, and employing both structural and phenomenological analysis, Sanders explores the various configurations of gang violence.Gangbangs and Drive-bys also examines the routines of gang members and their view of life, the different styles of gangs, and changes undergone by gangs from the early 1980s to the end of the same decade. Over that period, the emphasis shifted from parties and paybacks to big money from the sale of rock cocaine, and from unstructured to organized crime. Along with that shift came an increase in the violence.Finally, Sanders traces the beginning and evolution of a metropolitan police gang unit over the same decade in order to present an inside view of how the police attempt to deal with and understand gangs.

Gangbusters: How a Street Tough, Elite Homicide Unit Took Down New York's Most Dangerous Gang

by Michael Stone

In the bestselling tradition of Nicholas Pileggi, Joseph Wambaugh, and Robert Daley's Prince of the City, a thoroughly enthralling story of how the seasoned veterans of New York's elite Homicide Investigation Unit took down the city's most dangerous drug gang, and in the process rewrote the book on tackling gang crime. Gangbusters is a riveting narrative about the secretive, elite Homicide Investigation Unit and its successful investigation and prosecution of the notorious upper Manhattan Wild Cowboys, one of the bloodiest and most violent drug gangs in New York's long history. For two years, veteran reporter Michael Stone was granted exclusive access to the inner workings of HIU, its brilliant and iconoclastic chief, Walter Arsenault, and the seasoned, street-smart detectives and prosecutors who helped to put the Wild Cowboys behind bars. The book opens with the shocking and senseless execution of a Tarrytown college boy on the West Side Highway. Over time, the case leads detectives to the Wild Cowboys, a drug gang whose size and penchant for violence and intimidation have terrorized the South Bronx and upper Manhattan for years. HIU's attempts to bring down the Wild Cowboys' ruthless leader, Lenny, and feared enforcers, Platano and Pasqualito, triggermen for scores of the gang's murders, posed challenges that would test the unit's very survival. But HIU's dedicated collaboration of prosecutors and detectives and the strategies Arsenault employed in the unit's investigation have since become a model for gang enforcement in cities around the world. In the end, the Wild Cowboys and their allies were responsible for more than sixty murders. A rich roller-coaster ride of a narrative with a colorful and, at times, heroic cast of characters, Gangbusters is true crime at its page-turning best.

The Ganges: Cultural, Economic and Environmental Significance (Springer Geography)

by Vishwambhar Prasad Sati

‘The Ganges: Cultural, Economic, and Environmental Importance’ is a geographical, cultural, economic, and environmental interpretation of the Ganga River. The Ganga River originates from Gaumukh- situated in the high Himalaya, flows through the world’s biggest fertile alluvial plain, and inlets into the Bay of Bengal at Ganga Sagar. It makes a unique natural and cultural landscape and is believed to be the holiest river of India. The Hindus called it ‘Mother Ganga’ and worship it. The towns/cities, situated on its bank, are world-famous and are known as the highland and valley pilgrimages. The water of the Ganga is pious, and the Hindus use it on different occasions while performing the rituals and customs. This book is unique because no previous study which presents a complete and comprehensive geographical description of the Ganga has been composed. This book presents the historical and cultural significance of the Ganga and its tributaries. Empirical, archival, and observation methods were applied to conduct this study. There are a total of 10 chapters in this book such as ‘Introduction’, ‘the Ganga Basin’, ‘Geography of the Ganga Basin’, ‘the Ganges System: Ganga and its Tributaries’, ‘Ganga between Gaumukh and Uttarkashi’, ‘the Major Cultural Towns’, ‘Major Fairs and Festivals’, ‘Economic Significance of the Ganga’, ‘Environmental Issues’, and ‘Conclusions’. The contents of the book are enriched by 89 figures, 15 tables, and substantial citations and references.

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