Power Game
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Author |
: Hedrick Smith |
Publisher |
: Ballantine Books |
Total Pages |
: 817 |
Release |
: 2012-11-07 |
ISBN-10 |
: 9780307829573 |
ISBN-13 |
: 030782957X |
Rating |
: 4/5 (73 Downloads) |
Synopsis Power Game by : Hedrick Smith
Washington, D.C. The one city that affects all our lives. The one city where the game has only one name: Power. Hedrick Smith, the Pulitzer Prize-winning ex-Washington bureau chief of The New York Times, takes us inside the beltway to show who wields the most power—and for what ends. The Power Game explains how some members of Congress have built personal fortunes on PAC money, how Michael Deaver was just the tip of the influence-peddling iceberg, how “dissidents” in the Pentagon work to keep the generals honest, how insiders and “leakers” use the Times and The Washington Post and their personal bulletin boards. Congressional staffers more powerful than their bosses, media advisors more powerful than the media, money that not only talks but intimidated and threatens. That’s Washington. That’s The Power Game. Praise for Power Game “The Power Game may be the most sweeping and in many ways the most impressive portrait of the culture of the federal government to appear in a single work in many decades. . . . Knowledgeable and informative.”—The New York Times Book Review “There are oodles of good yarns in this book about the nature of power and the eccentricities that accompany it. . . . Delightfully fresh . . . [Hedrick] Smith is a superb writer.”—The Washington Post “Not only the inside stuff, but the insightful stuff—an original view of the power playing.”—William Safire
Author |
: Jules Boykoff |
Publisher |
: Verso Books |
Total Pages |
: 392 |
Release |
: 2016-05-17 |
ISBN-10 |
: 9781784780739 |
ISBN-13 |
: 1784780731 |
Rating |
: 4/5 (39 Downloads) |
Synopsis Power Games by : Jules Boykoff
A timely, no-holds barred, critical political history of the modern Olympic Games The Olympics have a checkered, sometimes scandalous, political history. Jules Boykoff, a former US Olympic team member, takes readers from the event’s nineteenth-century origins, through the Games’ flirtation with Fascism, and into the contemporary era of corporate control. Along the way he recounts vibrant alt-Olympic movements, such as the Workers’ Games and Women’s Games of the 1920s and 1930s as well as athlete-activists and political movements that stood up to challenge the Olympic machine.
Author |
: Asi Burak |
Publisher |
: Macmillan + ORM |
Total Pages |
: 237 |
Release |
: 2017-01-31 |
ISBN-10 |
: 9781250089342 |
ISBN-13 |
: 1250089344 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Power Play by : Asi Burak
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Author |
: Chris Kohler |
Publisher |
: Courier Dover Publications |
Total Pages |
: 337 |
Release |
: 2016-10-10 |
ISBN-10 |
: 9780486816425 |
ISBN-13 |
: 0486816427 |
Rating |
: 4/5 (25 Downloads) |
Synopsis Power-Up by : Chris Kohler
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Author |
: James Allan Evans |
Publisher |
: A&C Black |
Total Pages |
: 284 |
Release |
: 2011-12-22 |
ISBN-10 |
: 9781441140784 |
ISBN-13 |
: 1441140786 |
Rating |
: 4/5 (84 Downloads) |
Synopsis The Power Game in Byzantium by : James Allan Evans
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Author |
: Michael F. Broom |
Publisher |
: Human Resource Development Press |
Total Pages |
: 196 |
Release |
: 1995 |
ISBN-10 |
: PSU:32239001073044 |
ISBN-13 |
: |
Rating |
: 4/5 (44 Downloads) |
Synopsis Power by : Michael F. Broom
Author |
: Ken S. McAllister |
Publisher |
: University of Alabama Press |
Total Pages |
: 250 |
Release |
: 2004 |
ISBN-10 |
: 9780817314187 |
ISBN-13 |
: 0817314180 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Game Work 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.
Author |
: Matthew Lane |
Publisher |
: Princeton University Press |
Total Pages |
: 290 |
Release |
: 2019-11-19 |
ISBN-10 |
: 9780691196381 |
ISBN-13 |
: 0691196389 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Power-Up by : Matthew Lane
"Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones."--Dust jacket.
Author |
: Erez Yoeli |
Publisher |
: Basic Books |
Total Pages |
: 326 |
Release |
: 2022-04-05 |
ISBN-10 |
: 9781541619463 |
ISBN-13 |
: 1541619463 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Hidden Games by : Erez Yoeli
Two MIT economists show how game theory—the ultimate theory of rationality—explains irrational behavior We like to think of ourselves as rational. This idea is the foundation for classical economic analysis of human behavior, including the awesome achievements of game theory. But as behavioral economics shows, most behavior doesn’t seem rational at all—which, unfortunately, to cast doubt on game theory’s real-world credibility. In Hidden Games, Moshe Hoffman and Erez Yoeli find a surprising middle ground between the hyperrationality of classical economics and the hyper-irrationality of behavioral economics. They call it hidden games. Reviving game theory, Hoffman and Yoeli use it to explain our most puzzling behavior, from the mechanics of Stockholm syndrome and internalized misogyny to why we help strangers and have a sense of fairness. Fun and powerfully insightful, Hidden Games is an eye-opening argument for using game theory to explain all the irrational things we think, feel, and do.
Author |
: Ian Bogost |
Publisher |
: MIT Press |
Total Pages |
: 463 |
Release |
: 2010-08-13 |
ISBN-10 |
: 9780262261944 |
ISBN-13 |
: 0262261944 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Persuasive Games by : Ian Bogost
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.