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Gambling, Freedom and Democracy (Routledge Studies in Social and Political Thought)

by Peter J. Adams

As a consequence of the rapid proliferation of commercial gambling in Western-style democracies, governments and communities are encountering a complex array of economic, social and cultural harms associated with this expansion. This book focuses specifically on harms to democratic systems. It examines how people with key roles in democratic structures are vulnerable to subtle influence from the burgeoning profits of gambling. It focuses particularly on the Western-style democracies of North America, Europe and Australasia. It argues that governments have a duty of care to protect their own democratic processes from subtle degradations and that independence from the gambling industries needs to be proactively built into public sector structures and processes. It outlines how a public health approach, harm minimisation strategies and international conventions can provide the base for protecting the integrity of democratic systems.

Gambling in Everyday Life: Spaces, Moments and Products of Enjoyment (Routledge Research in Cultural and Media Studies)

by Fiona Jean Nicoll

The book adopts a critical cultural studies lens to explore the entanglement of government and gambling in everyday life. Its qualitative approach to gambling creates a new theoretical framework for understanding the most urgent questions raised by research and policy on gambling. In the past two decades, gambling industries have experienced exponential growth with annual global expenditure worth approximately 300 billion dollars. Yet most academic research on gambling is concentrated on problem gambling and conducted within the psychological sciences. Nicoll considers gambling at a moment when its integration within everyday cultural spaces, moments, and products is unprecedented. This is the first interdisciplinary cultural study of gambling in everyday life and develops critical and empirical methods that capture the ubiquitous presence of gambling in work, investment and play. This book also contributes to the growing cultural studies literature on video and mobile gaming. In addition to original case studies of gambling moments and spaces, in-depth interviews and participant observations provide readers with an insider’s view of gambling. Advanced students of sociology, cultural theory, and political science, academic researchers in the field of gambling studies will find this an original and useful text for understanding the cultural and political work of gambling industries in liberal societies.

Gambling, Losses and Self-Esteem: An Interactionist Approach to the Betting Shop (Routledge Advances in Research Methods)

by Cormac Mc Namara

This book provides new insights into contemporary betting shops, with a particular focus on the manner in which losing bets are dealt with by customers. Drawing on research undertaken in Ireland, it demonstrates that customers tend to shift responsibility for monetary losses onto factors external to themselves as part of a collective process engaged in to restore self-esteem, and considers the role played by announcements made in betting shops in creating an atmosphere of inclusion - and the implications of this for ‘problem gambling’. Through an analysis of newspaper representations of the first legally operating betting shops in Ireland, which opened in the 1920s, the author places the contemporary betting shop in historical context and examines trends in gambling across the British Isles with reference to social class and the security or precarity of work. An interactionist study not only of gambling but also of responsibility and the connection between the micro-world and social structures, this volume will appeal to sociologists with interests in symbolic interactionism and strategies of blame.

Gambling with the Myth of the American Dream (Routledge Research in Sport, Culture and Society #44)

by Aaron M. Duncan

This book explores the rise and increased acceptance of gambling in America, particularly the growth of the game of poker, as a means for examining changes to the American Dream and the risk society. Poker both critiques and reinterprets the myth of the American Dream, putting greater emphasis on the importance of luck and risk management while deemphasizing the importance of honesty and hard work. Duncan discusses the history of gambling in America, changes to the rhetoric surrounding gambling, the depiction of poker in the Wild West as portrayed in film, its recent rise in popularity on television, its current place in post-modern America on the internet, and future implications.

Gambling, Work and Leisure: A Study Across Three Areas (Routledge Revivals)

by David Downes D. M. Davies M. E. David P. Stone

Since the legalisation of off-course cash betting in 1960, and the rise of varying forms of gambling, the British have come to be known as a nation of gamblers. Until this study was published in 1976, barely any evidence existed against which to assess the claim that gambling had become a major social problem. The authors present data drawn from area surveys carried out in Swansea, Sheffield, Wanstead and Woodford, and explore how well previous sociological theories of gambling agree with their findings, particular in connection with certain aspects of work and leisure. Examining different forms of gambling, including betting, bingo and gaming machines, the chapters consider how gambling choices vary between different social groups, and how much time and money is spent on them. With the internet making it easier than ever before to place bets, this title is especially relevant, and provides a systematic basis for an explanation of gambling in relation to social structure.

Game Based Organization Design

by Jeroen Van Bree

There is a widening gap between the current organizational reality and the tools and methods available to managers for addressing its challenges. Game Based Organization Design shows that one of the ways to bridge this gap is to introduce insights and approaches from video game design into the design of organizational systems.

Game Changer: The Technoscientific Revolution in Sports

by Rayvon Fouché

How has technology challenged the notion of unadulterated athletic performance?We like to think of sports as elemental: strong bodies trained to overcome height, weight, distance; the thrill of earned victory or the agony of defeat in a contest decided on a level playing field. But in Game Changer, Rayvon Fouché argues that sports have been radically shaped by an explosion of scientific and technological advances in materials, training, nutrition, and medicine dedicated to making athletes stronger and faster. Technoscience, as Fouché dubs it, increasingly gives the edge (however slight) to the athlete with the latest gear, the most advanced training equipment, or the performance-enhancing drugs that are hardest to detect. In this revealing book, Fouché examines a variety of sports paraphernalia and enhancements, from fast suits, athletic shoes, and racing bicycles to basketballs and prosthetic limbs. He also takes a hard look at gender verification testing, direct drug testing, and the athlete biological passport in an attempt to understand the evolving place of technoscience across sport. In this book, Fouché: • Examines the relationship among sport, science, and technology• Considers what is at stake in defining sporting culture by its scientific knowledge and technology• Provides readers and students with an informative and engagingly written studyFocusing on well-known athletes, including Michael Phelps, Oscar Pistorius, Caster Semenya, Usain Bolt, and Lance Armstrong, Fouché argues that technoscience calls into question the integrity of games, records, and our bodies themselves. He also touches on attempts by sporting communities to regulate the use of technology, from elite soccer's initial reluctance to utilize goal-line technology to automobile racing's endless tweaking of regulatory formulas in an attempt to blur engineering potency and reclaim driver skill and ability. Game Changer will change the way you look at sports—and the outsized impact technoscience has on them.

Game Changer: How to Be 10x in the Talent Economy

by Michael Solomon Rishon Blumberg

Whether you&’re an employer, an employee, a freelancer, or part of a management team, it&’s important to understand how—now, more than ever—highly skilled 10x talent who can deliver exponential value is radically shifting the dynamics of corporations large and small. Use this groundbreaking book to learn how to identify, attract, vet, employ, manage, and retain—or become—the game-changing talent that will make a difference in the work world of tomorrow.Individuals, companies and governments around the globe need to understand what tactics are required to survive and thrive in an increasingly global, automated, and post pandemic, distributed economy. The lessons presented in Game Changer reveal those tactics for any industry.Learn proven strategies on how companies can create the right environment for top talent by evolving traditional business structures and adopting a more agile approach. For readers who are confident in their abilities and want to make an impact where they work, Game Changer shows them how to enjoy the varied rewards that this brings.In these pages, you will:See how highly skilled talent is transforming companies of all sizes and industries through real world stories and first-hand testimonies from top execs, entrepreneurs, and players;Get an inside glimpse into the unconventional methods that smart companies use to attract, retain, and manage top talent;Recognize the roadblocks that are inherent in the traditional employer-employee model and learn how they can be overcome for unlimited success; andLearn how to see yourself as both talent and management to achieve the rewards and satisfaction that come with being a game changer.

Game Design for Free-to-Play Live Service (Synthesis Lectures on Image, Video, and Multimedia Processing)

by Stanislav Stanković

"Game Design for Free to Play Live Service" is the ultimate guide to designing successful free-to-play mobile games. Based on a decade of experience at companies like Rovio, EA, and Supercell, the author provides practical advice on gameplay mechanics, monetization strategies, and player engagement. With case studies and expert insights, this book is essential reading for any game developer looking to create a hit mobile game.

The Game is Not a Game: The Power, Protest, and Politics of American Sports

by Robert Scoop Jackson

A study of &“the hypocrisy of the game, capitalism, activism (a la Kaepernick), disrespect to female athletes, and who benefits from sports the most&” (Electric Lit). Part play-by-play, part op-ed, The Game Is Not a Game is an illuminating and unflinching examination of the good and evil in the sports industry. Liberating and provocative, with sharp wit and generous humor, Jackson&’s essays explore the role that sports plays in American society and the hypocritical standards by which the athletes are often judged. The Game Is Not a Game is distinctly intended to challenge accepted ideology and to push the boundaries of mainstream sports media beyond the comfort zone. Chapters expose &“Our Miseducation of LeBron James,&” &“#ThemToo: The UnRespected Worth of the Woman Athlete,&” the duplicity of the NFL in its treatment of Colin Kaepernick and the anthem protests, the cultural bias of analytics, and the power of social activism versus the power and politics of professional sports ownership—all from the sharp, savvy, and self-critical perspective of one of the leading voices for social justice in sports media. &“Bristles with bracing and brutal insights that take no tea for the fever and offer no discount on truth or justice . . . an instant classic that reckons with the factors that make sports possible, and at the same time wrestles with the forces that make protest in sports necessary. The Game Is Not a Game is intersectional cultural analysis at its best!&” —Michael Eric Dyson, New York Times bestselling author &“Jackson&’s work is not about scores; rather, he stresses that sports are a self-contained microcosm of society at large. A thought-provoking, unfailingly insightful book.&” —Booklist

The Game of Budget Control

by G H Hofstede

Tavistock Press was established as a co-operative venture between the Tavistock Institute and Routledge & Kegan Paul (RKP) in the 1950s to produce a series of major contributions across the social sciences. This volume is part of a 2001 reissue of a selection of those important works which have since gone out of print, or are difficult to locate. Published by Routledge, 112 volumes in total are being brought together under the name The International Behavioural and Social Sciences Library: Classics from the Tavistock Press. Reproduced here in facsimile, this volume was originally published in 1968 and is available individually. The collection is also available in a number of themed mini-sets of between 5 and 13 volumes, or as a complete collection.

The Game of Humor: A Comprehensive Theory of Why We Laugh

by Charles R. Gruner

Humor, wit, and laughter surround each person. From everyday quips to the carefully contrived comedy of literature, newspapers, and television we experience humor in many forms, yet the impetus for our laughter is far from innocuous. Misfortune, stupidity, and moral or cultural defects, however faintly revealed in others and ourselves, seem to make us laugh. Although discomforting, such negative terms as superiority, aggression, hostility, ridicule, or degradation can be applied to instances of humor. According to scholars, Thomas Hobbes's "superiority theory" that humor arises from mischances, infirmities, and indecencies, where there is no wit at all applies to most humor. With the exception of good-natured play, Charles R. Gruner claims that humor is rarely as innocent as it first appears.Gruner's proposed superiority theory of humor is all-encompassing. In The Game of Humor, he expands the scope of Hobbes's theory to include and explore the contest aspect of "good-natured" play. As such, the author believes all instances of humor can be examined as games, in terms of competition and keeping score winners and losers. Gruner draws on a broad spectrum of thought-provoking examples. Holocaust jokes, sexual humor, the racialist dialogue of such comic characters as Stepin Fetchit and Archie Bunker, simple puns, and many of the author's own encounters with everyday humor. Gruner challenges the reader to offer a single example of humor that cannot be "de-humorized" by its agonistic nature.The Game of Humor makes intriguing and enjoyable reading for people interested in humor and the aspects of human motivation. This book will also be valuable to professionals in communication and information studies, sociologists, literary critics and linguists, and psychologists concerned with the conflicts and tensions of everyday life.

Game of Kings

by Michael Weinreb

A year with the boy geniuses of the nation?s top high school chess team, now in paperback with a new afterword Edward R. Murrow High School has long been one of New York?s public-education success stories, a school where there are no varsity sports, and the closest thing to jocks is found on the powerhouse chess team. Award-winning sportswriter Michael Weinreb follows the members of the Murrow chess team through an entire season. Weinreb delves into the history of chess in America, following the stories of greats such as Bobby Fischer, for whom the world within the chessboard is as easy to comprehend as the world beyond it is difficult. .

The Game of Our Lives: The English Premier League And The Making Of Modern Britain

by David Goldblatt

The Game of Our Lives is a masterly portrait of contemporary Britain through the lens of soccer. In the last two decades soccer in the United Kingdom has made the transition from a peripheral dying sport to the very center of British popular culture, from an economic basket-case to a booming entertainment industry that has conquered the world. What does it mean when soccer becomes so central to the private and public lives of the British people? Has it enriched this island nation or impoverished it? From the goals, to the players, to the managers, to the money, David Goldblatt describes how the English Premier League was forged by Margaret Thatcher's Britain and an alliance of the big clubs - Arsenal, Liverpool, Manchester United, Chelsea, Tottenham Hotspur - the Football Association and Rupert Murdoch's Sky TV. He identifies the real winners and losers in this extraordinary period, and explains how soccer has closely mirrored the wider political and social scene. Goldblatt argues that no social phenomenon tracks the momentous economic, social and political changes of post-Thatcherite Britain in a more illuminating manner than soccer, and The Game of Our Lives provides the definitive social history of the EPL - most popular soccer league in the world.

Game On: How the Pressure to Win At All Costs Endangers Youth Sports and What Parents Can Do About It

by Tom Farrey

Played by more than thirty million boys and girls across the country, youth sports have turned from a casual activity for kids into a fanatical force–an intense, expensive, elitist rite of passage driven by the needs of impatient (if often well-meaning) adults. InGame On, award-winning ESPN reporter Tom Farrey explores the causes and consequences of our obsession with early success in sports. The effort to sort the strong from the weak at ever-younger ages, Farrey argues, pushes too many children to the sidelines–and ultimately undermines the quality of U. S. national teams. We’ve conscripted our kids into a sports arms race in which individual performance trumps participation and personal growth. To counter the effects of a win-at-all-costs culture, Farrey suggests measures that can help parents–and communities–get children off the couch without running them into the ground. Much asFast Food Nationchallenged our eating habits andOutliersencouraged us to think in new ways about high achievers,Game Onwill change the way we look at the critically important games that American kids play.

Game Over: How Politics Has Turned the Sports World Upside Down

by Dave Zirin

&“Enlightening&” essays on athletes, activism, and the important role sports plays in our society (Publishers Weekly). Sportscaster Howard Cosell dubbed it &“rule number one of the jockocracy&”: sports and politics just don&’t mix. But in truth, some of our most important debates about class, race, religion, sex, and the raw quest for political power are played out both on and off the field. From the NFL lockout and the role of soccer in the Arab Spring to the Penn State sexual abuse scandals and Tim Tebow&’s on-field genuflections, this timely and hard-hitting new book from the &“conscience of American sports writing&” offers new insights and analysis of headline-grabbing sports controversies (The Washington Post). It explores the shady side of the NCAA; the explosive 2011 MLB All-Star Game; and why the Dodgers crashed and burned. It covers the fascinating struggles of gay and lesbian athletes to gain acceptance, female athletes to be more than sex symbols, and athletes everywhere to assert their collective bargaining rights as union members. Dave Zirin also illustrates the ways that athletes are once again using their exalted platforms to speak out and reclaim sports from the corporate interests that have taken it hostage. In Game Over, he cheers the victories—but also reflects on how far we have yet to go. &“A book that no thinking sports fan can afford to miss.&” —Jonathan Mahler, author of Ladies and Gentlemen, The Bronx Is Burning

Game Theory: An Introduction with Step-by-Step Examples

by Ana Espinola-Arredondo Felix Muñoz-Garcia

An introduction to game theory, complete with step-by-step tools and detailed examples. This book offers condensed breakdowns of game-theory concepts. Specifically, this textbook provides “tools” or “recipes” to solve different classes of games. Game Theory presents the information as plainly and clearly as possible. Every chapter begins with the main definitions and concepts before diving into the applications to different settings across economics, business, and other social sciences. Chapters walk readers through algebraic steps and simplifications. This makes the text accessible for undergraduate and Masters-level students in economics and finance. Paired with the exercises published on the accompanying website, students will improve both their theoretical and practical understandings of game theory. Readers will walk away from this book understanding complete and incomplete information models as well as signaling games.

Game Theory and Society (China Perspectives)

by Weiying Zhang

The progress of society can only happen through interpersonal cooperation, because only cooperation can bring about mutual benefit, thus bringing happiness to each person. This should be our collective rationality, but we often see it conflicts with individual interests, which leads to the so-called "Prisoners’ Dilemma" and does not bring happiness to all. From a game theoretical perspective, this book addresses the issue of how people can cooperate better. It has two objectives. The first is to use common language to systematically introduce the basic methodologies and core conclusions of Game Theory, including the Nash equilibrium, multiple equilibriums, dynamic games, etc. Mathematics and theoretical models are used to the minimum necessary scope too, to make this book get access to ordinary readers with elementary mathematical training. The second objective is to utilize these methods and conclusions to analyze various Chinese social issues and institutional arrangements, with a focus on the reasons people exhibit non-cooperative behaviors as well as the institutions and cultures that promote interpersonal cooperation. In addition to economics, specialists in sociology, law, history, politics and management will also be attracted by this book for its insightful analysis on the issue of cooperation in these fields. Also, readers curious about Chinese society will benefit from this book.

Gamergate and Anti-Feminism in the Digital Age

by Jessica O'Donnell

This book provides an in-depth, feminist and sociological analysis of Gamergate, a major social movement and anti-feminist harassment campaign. Gamergate provides a clear example of both how a modern anti-feminist ‘backlash’ is enacted, and how feminists in the digital age respond. Chapters connect Gamergate to the broader Men’s Rights Activism (MRA) political movement, examining men’s anxieties surrounding what they see as an erosion of male privilege, their conflation of privilege with rights, as well as their use of social media to harass and attack women as a response to their perceived oppression. Likewise, the author analyses the online strategies used by feminists to respond to this backlash, how social media is harnessed to build a feminist movement, the effectiveness of these online strategies, and the parallels that these actions have with those from previous waves of feminism. Finally, the author reflects on what has changed with regards to MRA, online harassment, and digital feminism after the height of Gamergate.This book will be of interest to scholars in Gender Studies, Sociology, and Media Studies.

The Games: A Global History of the Olympics

by David Goldblatt

The definitive sports and social history of the modern Olympic Games--by one of the most celebrated sportswriters of our time.Renowned sportswriter David Goldblatt has been hailed by the Wall Street Journal for writing "with the expansive eye of a social and cultural critic" In The Games Goldblatt delivers a magisterial history of the biggest sporting event of them all: the Olympics. He tells the epic story of the Games from their reinvention in Athens in 1896 to the present day, chronicling classic moments of sporting achievement from Jesse Owens to Nadia Comăneci, the Miracle on Ice to Usain Bolt. He goes beyond the medal counts to explore how international conflicts have played out at the Olympics, including the role of the Games in Fascist Germany and Italy, the Cold War, and the struggles of the postcolonial world for recognition. He also tells the extraordinary story of how women fought to be included on equal terms, how the Paralympics started in the wake of World War II, and how the Olympics reflect changing attitudes to race and ethnicity.

Games and Ethics: Theoretical and Empirical Approaches to Ethical Questions in Digital Game Cultures (Digitale Kultur und Kommunikation #7)

by Maike Groen Nina Kiel Angela Tillmann André Weßel

The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or pro­blematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Games and Gamification in Market Research: Increasing Consumer Engagement in Research for Business Success

by Betty Adamou

Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.

Games and Learning Alliance

by Rosa Bottino Johan Jeuring Remco C. Veltkamp

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.

Games and Learning Alliance

by João Dias Remco C. Veltkamp Pedro A. Santos

This book constitutes the refereed proceedings of the 6th International Conference on Games and Learning Alliance, GALA 2017, held in Lisbon, Portugal, in December 2017. The 16 revised regular papers presented together with 6 poster papers were carefully reviewed and selected from 45 submissions. The papers cover topics such as games in education and training; games for health and special children; augmented and virtual reality; methods and tools (for desing and development); and poster abstracts.

Games and Learning Alliance

by Alessandro De Gloria

This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.

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