In this new edition of her groundbreaking social history The Girl and the Game (2002), M. Ann Hall updates her lively narrative of how women resisted masculine hegemony in Canadian sport and, in turn, how their efforts were opposed and sometimes supported by men. The second edition of The Girl and the Game begins with an important new chapter on aboriginal women and their interaction with early sport and ends with a new chapter on how trends and issues facing contemporary women in Canadian sport have their origins in the past. Other new sections focus on gender and the residential school system, the promotion of women's track and field, the 1928 summer Olympics and the Matchless Six, and aboriginal sportswomen. As in the first edition, Hall introduces her audience to more obscure Canadian female athletes rather than focusing her discussion on household names. The introduction to the new edition has been updated to reflect the content changes in the narrative. To increase appeal to the course market, chapter titles are more descriptive, the text has been revised to include more subsections, and the 52 black and white images are placed throughout the text.
I thoroughly enjoyed this book. Whether used as a reference or a beautiful keepsake, it's a very worthy addition to the world of Mah Jongg." --Ruth Unger, President, National Mah Jongg League This is the first book to fully capture the story of the exotic and exciting game of Mahjong or "Mah Jongg", offering an intimate look at the history of the game as well as the visual beauty of the tiles. When authors Ann Israel and Gregg Swain began playing Mahjong, they were unaware of the vintage collections that existed not only in the United States but also across the globe. Slowly, they started to collect their own sets of Mahjong and as their collections grew, so did their appreciation of the history of, and interest in, the game. Finding few references, Israel and Swain set out to create a book that chronicles the early beginnings of the game and documents Mahjong sets from the most basic, made simply of paper, to the most precious materials such as ivory and mother-of-pearl. Recognized and respected scholars and game experts have collaborated with Israel and Swain, contributing important chapters on the game's history and its pieces as well as technical information on the tiles. Lastly, great collectors from around the globe have shared their incredible sets and memories for the first time in one book for everyone to enjoy. With hundreds of beautiful new images by renowned photographer Michel Arnaud, and including historical documentation and ephemera, Mah Jongg: The Art of the Game fills the void between the past's and today's game, providing vision, inspiration and resources. Anyone who has ever been intrigued by a Mahjong tile will find in these pages visually stunning photographs that will entice them into becoming an enthusiast of the timeless game of Mahjong.
Beautifully written, wonderfully observed, and deeply felt, Ann Darby's haunting first novel marks the debut of an important voice in women's fiction. The Orphan Game tells the story of a young woman's passage from the troubled family she's longing to escape to the "family" she struggles to create when she is forced into an early adulthood. As the war in Vietnam escalates and as brush fires are blackening the California foothills, the Harris family shatters and its members are driven to find new ways to live with one another. With an intimacy immediate and true, The Orphan Game portrays the powerful love that not only can bind a family, but can also break it apart. Set in a quiet Southern California town in 1965, a town where the rules of the fifties haven't quite departed and the new mores of the sixties are fast encroaching, this rueful tale is told in the intertwined voices of three women: Maggie, the young woman struggling to define herself; Marian, the mother who must relinquish her; and Mrs. Rumsen, the childless great-aunt who cares for Maggie when her mother can't. As each woman tells her tale, it becomes clear that each has, in her own way, played the orphan game--taken the risk to leave home, to claim her life, and, above all, to be loved.
Premiering August 8 on The Movie Channel as a major motion picture, "The Waiting Game" is the unbeatable story of two lovers caught in an intriguing and passionate adventure amidst the search for a mysterious cache of gold and the missing man who alone knows its location. The movie will run throughout the month of August and will be prominently featured in future months.
Annie was one of the best players ever. I didn't say male or female; I said ever."—Bill Russell, former Boston Celtics player Ann Meyers Drysdale is one of the greatest stars in the history of basketball. But her rise wasn't without controversy. Her 1979 NBA bid to play with the Indiana Pacers brought a barrage of criticism. But Ann simply wanted to play among the best. She had always competed with the guys, and she never let anyone keep her down. In You Let Some Girl Beat You? she shares her inspirational story for the first time. A female first in many categories, Meyers Drysdale was the first woman ever signed to a four-year athletic scholarship to UCLA, where she remains the only four-time Bruin basketball All American, male or female. Ann was also the only woman ever asked to compete in ABC Sports' Superstars, pitting her against elite athletes like Mark Spitz, Joe Frazier, O.J. Simpson, and Mark Gastineau. After her athletic career Ann Meyers Drysdale went on to do color commentary on all the national stations. She also married Don Drysdale, legendary pitcher and announcer for the Los Angeles Dodgers, making them the first ever married couple enshrined in their respective sport's Hall of Fame. Today Ann continues to break through barriers. She is the only female vice president in the NBA (she is vice president of the Phoenix Suns), and is also the general manager of the WNBA's Phoenix Mercury, which has won two WNBA championships since she took over four years ago. The New York Times featured her prominently in a piece in August 2011 called "Pioneers Continue to Shepherd Women's Basketball." Time magazine recently named her one of the ten greatest female athletes of all time.
In this lighthearted romantic suspense novel, a cheerleader turned PI tech wiz wonders if her neighbor is a wanted criminal—or if she just plain wants him. Summer O’Keefe’s new neighbor, Jason Parker, has gorgeous eyes and a mighty cute butt. She wouldn’t mind ending her romantic dry spell by diving into his sheets…if she hadn’t spotted him in the middle of the night, burying something—or someone?—in his backyard. Not to mention his distinct resemblance to the international arms dealer she’s tracking online. Jason has a few secrets, and he’s not sharing them with the slightly nutty Summer—at least not yet. Though he’s finding it hard to say no to her scrumptious curves and impressive smarts. He’s so far gone he’s even taken in a pregnant cat, just to see the smile on Summer’s face. But when a local woman disappears, it’s time for them to team up and use their combined brains, brawn, and beauty to crack the case. “A fun rom-com with a dose of mystery that will keep readers on their toes. This is a story you’ll want to gobble up quicker than a slice of pie.” —RT Book Reviews, 4 Stars
This first volume (of three) examines the methodological origins of game theory up to the Second World War. It adds to the understanding of game theory's contentious roots and offers insights into modern applications of the theory.
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
Game Theory - the formal modelling of conflict and cooperation - first emerged as a recognized field with a publication of John von Neumann and Oskar Morgenstern's Theory of Games and Economic Behaviour in 1944. Since then, game-theoretic thinking about choice of strategies and the interdependence of people's actions has influenced all the social s
In the second edition of this groundbreaking social history, M. Ann Hall begins with an important new chapter on Aboriginal women and early sport and ends with a new chapter tying today's trends and issues in Canadian women's sport to their origins in the past. Students will appreciate the more descriptive chapter titles and the restructuring of the book into easily digestible sections. Fifty-two images complement Hall's lively narrative.
Card playing was a favorite pastime for many of Jane Austen's characters. Jane Bennet and Charles Bingley bonded over vingt-un, Mr. Woodhouse entertained Mrs. Goddard with piquet, and Fanny Price dealt the cribbage cards for Lady Bertram. There are ten card games mentioned by name in Jane Austen's novels and an eleventh, brag, was so enjoyed by her brother's family at Godmersham that she wrote a comic poem about it in one of her letters to Cassandra. An evening card party often involved "a little bit of hot supper" like the one Mrs. Philips promised her nieces and the Meryton officers in Pride and Prejudice. Complete instructions for the 11 Jane Austen card games are included in this book, along with three supper menus based on period recipes for dishes mentioned in the novels and letters. Chapters on the history of card playing and the evolution of supper in English country life provide background and context.
Birds do it, bees do it, penguins do it, and orangutans do it. By having sex and giving birth to offspring, animals ensure that their species will survive into the next generation. And in this quest for survival, animals go to great lengths. Some animal mating techniques may strike you as strange or gross, but to the animals themselves, these practices are essential. Animals with the best strategies for choosing mates and making babies ensure that their species live on. Without animal sex, there would be no animal life.
Through a Faustian bargain, Edie Kramer has been pulled into the dangerous world of the Immortal Game, where belief makes your nightmares real. Hungry for sport, fears-made-flesh are always raising the stakes. To them, human lives are less than nothing, just pieces on a board. Because of her boyfriend Kian's sacrifice, she's operating under the mysterious Harbinger's aegis, but his patronage could prove as fatal as the opposition. Raw from deepest loss, she's terrified over the deal Kian made for her. Though her very public enemies keep sending foot soldiers - mercenary monsters committed to her destruction - she's not the one playing under a doom clock. Kian has six months ... unless Edie can save him. And this is a game she can't bear to lose."--Provided from Amazon.com.
In this charming story, three dogs must work together to find their lost ball to continue their game of fetch. This children's picture book emphasizes the importance of working together and appreciating our differences. Kindergartners will increase early reading skills and reading comprehension through sight words and simple phrases. This 12-page guided reading book is ideal for kids ages 3-5.
School event? Ball game? Nana is there. But who will cheer on Nana after she takes a tumble? A sweet and spirited intergenerational story. Nana cheers the loudest at her grandson’s basketball game. She dances in the aisles at the spring concert. She yells at the umpire that he needs to get his eyes checked when he doesn’t call the strikes her grandson pitches. But when this go-go-go grandmother takes a tumble trying to get a front-row seat at the basketball game, it’s her grandson who roots her on in her recovery. Author Ann Stott celebrates our families’ biggest fans in a lively first-person narrative from the grandchild’s point of view. Andrew Joyner’s illustrations are as energetic and upbeat as Nana, who sparks much comic action, purse by her side. Filled with humor and heart, this tale will have readers — especially grandparents and their grandchildren — whistling and woo-hoo-ing!
A bright and talented environmental engineer, Goldie Vreeland understands facts and figures, but Max Corda, her secret office obsession, remains a puzzle. On the eve of a business trip to a coastal island, fate intervenes, pairing her with her sexy crush. As she thinks about sharing the same space with Max for a week, her world veers dangerously off course. Fueled by success as engineer and president of his family’s firm, recently divorced Max needs to jumpstart his life. When his father unexpectedly assigns him to Goldie’s project, his closely guarded attraction to her comes front and center. Thoughts of spending a week alone with this beautiful intelligent woman make his internal compass glitch. Romance stirs with the island breeze, so simple when they’re hundreds of miles away from normal. But as Goldie and Max return to reality, will they discover real love is more than a game?
This remarkable book takes a fresh look at life as a process, not an end, encouraging readers to look for the meaning of life not in terms of achievement or others' opinions, but in the everyday joys of living. From the Preface ...It is easy to become attached to goals. Goals promise certainty, and the anxiety they induce only makes their achievement seem more meritorious. The trouble is that goals, even worthy ones, remove our sense of proportion and our sensitivity to what is happening around us. It sometimes takes a fall to bring us back into the present. 'Where have I been? What have I been doing all my life?' We awaken to the world as if for the first time. We have written this book out of an increasing sense of the importance of these moments. Once you recognise life as a gift rather than an achievement, you realise that 'meaning in life' is found only in the vitality of the social relations in which we participate.
Life in the year 2030 was almost perfect. War, crime, hunger and pollution were history. Just as scientists were on the verge of curing disease, people all over the world started getting sick, and no one knew why. Nanoswarm is based on an action-packed video game that takes tweens on a journey of self-discovery to save a friend - and themselves. Obesity has become one of the leading causes of death, worldwide. The Nanoswarm book and video game are designed as unique approaches to promoting healthy diet and exercise behavior. The project was funded by the National Institute of Diabetes and Digestive and Kidney Diseases of the National Institutes of Health (NIH). See the video trailer at: www.archimage.com/nanoswarm.cfm
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