The imperial game

The imperial game

Author: Brian Stoddart

Publisher: Manchester University Press

Published: 2017-03-01

Total Pages: 187

ISBN-13: 1526123827

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Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.


Book Synopsis The imperial game by : Brian Stoddart

Download or read book The imperial game written by Brian Stoddart and published by Manchester University Press. This book was released on 2017-03-01 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sports history offers many profound insights into the character and complexities of modern imperial rule. This book examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. The story of imperial cricket is really about the colonial quest for identity in the face of the colonisers' search for authority. The cricket phenomenon was established in nineteenth-century England when the Victorians began glorifying the game as a perfect system of manners, ethics and morals. Cricket has exemplified the colonial relationship between England and Australia and expressed imperialist notions to the greatest extent. In the study of the transfer of imperial cultural forms, South Africa provides one of the most fascinating case studies. From its beginnings in semi-organised form through its unfolding into a contemporary internationalised structure, Caribbean cricket has both marked and been marked by a tight affiliation with complex social processing in the islands and states which make up the West Indies. New Zealand rugby demonstrates many of the themes central to cricket in other countries. While cricket was played in India from 1721 and the Calcutta Cricket Club is probably the second oldest cricket club in the world, the indigenous population was not encouraged to play cricket.


Imperial Games in Tibet

Imperial Games in Tibet

Author: Dilip Sinha

Publisher: Pan Macmillan

Published: 2024-05-28

Total Pages: 344

ISBN-13: 8119300165

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'An essential account of how Tibet became the playground for global geopolitical ambitions and what the future may hold for this precarious region fighting for statehood. Renowned as the ‘roof of the world’, Tibet is both a spiritual bastion and a hotbed of geopolitical intrigue. Its unique location, nestled amidst the majestic Himalaya and the vast Central Asian steppes, has historically attracted imperial contenders, thrusting it into the heart of the Great Game – a stormy nineteenth-century contest for supremacy involving Britain, Russia and China. In Imperial Games in Tibet, former ambassador Dilip Sinha deftly guides us through the region’s complex geopolitical entanglements, charting its history from the rise of Tibetan Buddhism, through the cloak-and-dagger machinations of the Great Game, to its fateful invasion and annexation by China in 1950. In the process, he reveals the real factors leading up to the Fourteenth Dalai Lama’s escape to India in 1959 – an epochal event that drew the newly independent nation into this political maelstrom and heightened Sino-Indian tensions. More than seventy years later, despite citizens protests and global outcry, Chinese ‘suzerainty’ maintains its grip on Tibet, begging the question: Can Tibet ever be free? Drawing from this rich historical tapestry, Imperial Games in Tibet highlights the dire consequences of both international exploitation and neglect of the world’s more vulnerable regions. As Tibet continues its struggle for nationhood, it serves as a clarion call to the global community, urging a renewed commitment to human rights and justice.


Book Synopsis Imperial Games in Tibet by : Dilip Sinha

Download or read book Imperial Games in Tibet written by Dilip Sinha and published by Pan Macmillan. This book was released on 2024-05-28 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'An essential account of how Tibet became the playground for global geopolitical ambitions and what the future may hold for this precarious region fighting for statehood. Renowned as the ‘roof of the world’, Tibet is both a spiritual bastion and a hotbed of geopolitical intrigue. Its unique location, nestled amidst the majestic Himalaya and the vast Central Asian steppes, has historically attracted imperial contenders, thrusting it into the heart of the Great Game – a stormy nineteenth-century contest for supremacy involving Britain, Russia and China. In Imperial Games in Tibet, former ambassador Dilip Sinha deftly guides us through the region’s complex geopolitical entanglements, charting its history from the rise of Tibetan Buddhism, through the cloak-and-dagger machinations of the Great Game, to its fateful invasion and annexation by China in 1950. In the process, he reveals the real factors leading up to the Fourteenth Dalai Lama’s escape to India in 1959 – an epochal event that drew the newly independent nation into this political maelstrom and heightened Sino-Indian tensions. More than seventy years later, despite citizens protests and global outcry, Chinese ‘suzerainty’ maintains its grip on Tibet, begging the question: Can Tibet ever be free? Drawing from this rich historical tapestry, Imperial Games in Tibet highlights the dire consequences of both international exploitation and neglect of the world’s more vulnerable regions. As Tibet continues its struggle for nationhood, it serves as a clarion call to the global community, urging a renewed commitment to human rights and justice.


The Imperial Cruise

The Imperial Cruise

Author: James Bradley

Publisher: Little, Brown

Published: 2009-11-24

Total Pages: 398

ISBN-13: 0316039667

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In 1905 President Teddy Roosevelt dispatched Secretary of War William Howard Taft on the largest U.S. diplomatic mission in history to Hawaii, Japan, the Philippines, China, and Korea. Roosevelt's glamorous twenty-one year old daughter Alice served as mistress of the cruise, which included senators and congressmen. On this trip, Taft concluded secret agreements in Roosevelt's name. In 2005, a century later, James Bradley traveled in the wake of Roosevelt's mission and discovered what had transpired in Honolulu, Tokyo, Manila, Beijing and Seoul. In 1905, Roosevelt was bully-confident and made secret agreements that he though would secure America's westward push into the Pacific. Instead, he lit the long fuse on the Asian firecrackers that would singe America's hands for a century.


Book Synopsis The Imperial Cruise by : James Bradley

Download or read book The Imperial Cruise written by James Bradley and published by Little, Brown. This book was released on 2009-11-24 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1905 President Teddy Roosevelt dispatched Secretary of War William Howard Taft on the largest U.S. diplomatic mission in history to Hawaii, Japan, the Philippines, China, and Korea. Roosevelt's glamorous twenty-one year old daughter Alice served as mistress of the cruise, which included senators and congressmen. On this trip, Taft concluded secret agreements in Roosevelt's name. In 2005, a century later, James Bradley traveled in the wake of Roosevelt's mission and discovered what had transpired in Honolulu, Tokyo, Manila, Beijing and Seoul. In 1905, Roosevelt was bully-confident and made secret agreements that he though would secure America's westward push into the Pacific. Instead, he lit the long fuse on the Asian firecrackers that would singe America's hands for a century.


The Imperial Game

The Imperial Game

Author: Brian Stoddart

Publisher:

Published: 1998

Total Pages:

ISBN-13: 9781526123831

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This anthology examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. It demonstrates, perhaps better than any other single work, how awesome was the power of cultural imperialism. Even when former subjects threw off the political yoke of the Europeans, they still adhered tenaciously to the sporting and recreational models that the imperialists had introduced.


Book Synopsis The Imperial Game by : Brian Stoddart

Download or read book The Imperial Game written by Brian Stoddart and published by . This book was released on 1998 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines the fortunes of cricket in various colonies as the sport spread across the British Empire. It helps to explain why cricket was so successful, even in places like India, Pakistan and the West Indies where the Anglo-Saxon element remained in a small minority. It demonstrates, perhaps better than any other single work, how awesome was the power of cultural imperialism. Even when former subjects threw off the political yoke of the Europeans, they still adhered tenaciously to the sporting and recreational models that the imperialists had introduced.


Games of Empire

Games of Empire

Author: Nick Dyer-Witheford

Publisher: U of Minnesota Press

Published: 2013-11-30

Total Pages: 462

ISBN-13: 1452942706

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.


Book Synopsis Games of Empire by : Nick Dyer-Witheford

Download or read book Games of Empire written by Nick Dyer-Witheford and published by U of Minnesota Press. This book was released on 2013-11-30 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.


British culture and the end of empire

British culture and the end of empire

Author: Stuart Ward

Publisher: Manchester University Press

Published: 2017-03-01

Total Pages: 254

ISBN-13: 1526119625

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This book is the first major attempt to examine the cultural manifestations of the demise of imperialism as a social and political ideology in post-war Britain. Far from being a matter of indifference or resigned acceptance as is often suggested, the fall of the British Empire came as a profound shock to the British national imagination, and resonated widely in British popular culture. The sheer range of subjects discussed, from the satire boom of the 1960s to the worlds of sport and the arts, demonstrates how profoundly decolonisation was absorbed into the popular consciousness. Offers an extremely novel and provocative interpretation of post-war British cultural history, and opens up a whole new field of enquiry in the history of decolonisation.


Book Synopsis British culture and the end of empire by : Stuart Ward

Download or read book British culture and the end of empire written by Stuart Ward and published by Manchester University Press. This book was released on 2017-03-01 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first major attempt to examine the cultural manifestations of the demise of imperialism as a social and political ideology in post-war Britain. Far from being a matter of indifference or resigned acceptance as is often suggested, the fall of the British Empire came as a profound shock to the British national imagination, and resonated widely in British popular culture. The sheer range of subjects discussed, from the satire boom of the 1960s to the worlds of sport and the arts, demonstrates how profoundly decolonisation was absorbed into the popular consciousness. Offers an extremely novel and provocative interpretation of post-war British cultural history, and opens up a whole new field of enquiry in the history of decolonisation.


Open World Empire

Open World Empire

Author: Christopher B. Patterson

Publisher: NYU Press

Published: 2020-04-14

Total Pages: 360

ISBN-13: 147988636X

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Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.


Book Synopsis Open World Empire by : Christopher B. Patterson

Download or read book Open World Empire written by Christopher B. Patterson and published by NYU Press. This book was released on 2020-04-14 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.


Star Wars Edge of the Empire RPG

Star Wars Edge of the Empire RPG

Author: Fantasy Flight Games

Publisher:

Published: 2014-08-15

Total Pages: 0

ISBN-13: 9781616616915

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"Fantasy Flight Games is proud to announce Far Horizons, a sourcebook for Colonists making their living at the galaxys fringes in Star Wars: Edge of the Empire. Far Horizons offers new options for Colonists, along with new gear, spaceships, and species that all players (and GMs) will find useful." -- Publisher website.


Book Synopsis Star Wars Edge of the Empire RPG by : Fantasy Flight Games

Download or read book Star Wars Edge of the Empire RPG written by Fantasy Flight Games and published by . This book was released on 2014-08-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Fantasy Flight Games is proud to announce Far Horizons, a sourcebook for Colonists making their living at the galaxys fringes in Star Wars: Edge of the Empire. Far Horizons offers new options for Colonists, along with new gear, spaceships, and species that all players (and GMs) will find useful." -- Publisher website.


Boardgames That Tell Stories

Boardgames That Tell Stories

Author: Portal Games

Publisher:

Published: 2015-11-25

Total Pages: 266

ISBN-13: 9788360525463

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A group of the finest boardgame designers answered Ignacy Trzewiczek's invitation to take part in creating the book. They shared their anecdotes, tips and memoirs, making the book an unique trip over different designing styles, a formidable guide into the world of boardgame creation. Learn about process of design such games like Robinson Crusoe, Pathfinder, Hanabi, Neuroshima Hex and many other!--


Book Synopsis Boardgames That Tell Stories by : Portal Games

Download or read book Boardgames That Tell Stories written by Portal Games and published by . This book was released on 2015-11-25 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: A group of the finest boardgame designers answered Ignacy Trzewiczek's invitation to take part in creating the book. They shared their anecdotes, tips and memoirs, making the book an unique trip over different designing styles, a formidable guide into the world of boardgame creation. Learn about process of design such games like Robinson Crusoe, Pathfinder, Hanabi, Neuroshima Hex and many other!--


To Play the Game

To Play the Game

Author: J. Bowyer Bell

Publisher: Transaction Publishers

Published:

Total Pages: 204

ISBN-13: 9781412840095

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In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.


Book Synopsis To Play the Game by : J. Bowyer Bell

Download or read book To Play the Game written by J. Bowyer Bell and published by Transaction Publishers. This book was released on with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this fascinating analysis of the development, structure, and strategies of sports, Bell argues that games are an institution that not only reflect society but also mold society. He develops a typology of seven game levels from the primitive to the decadent and examines the history of game development in Western civilization, through the relation of the various game levels to national ambitions and strategies. To Play the Game is both enlightening and entertaining, an original contribution to the growing scholarship on sports.