The Archaeology of the Olympics presents a stirring reevaluation of the Olympic Games (and related festivals) as they actually were, not as the ancient Greeks wished—and we still wish—they might have been. Historians, archaeologists, and classicists examine the evidence to ask such questions as, How did the athletes train? What did they eat? Can we trace the roots of the games as far back as the Bronze Age of Crete and Mycenae? Or even to Anatolia, where similar athletic activities occurred? Were the ancient games really so free of political overtones as modern Olympic rhetoric urges us to believe?
For Lanclos, children's experiences stimulate discussions about culture and society. In her words, "Children's everyday lives are more than just preparation for their futures, but are life itself."
At Play in Belfast is a volume in the Rutgers Series in Childhood Studies, edited by Myra Bluebond-Langner.
From the center of Imperial Rome to the farthest reaches of ancient Britain, Gaul, and Spain, amphitheaters marked the landscape of the Western Roman Empire. Built to bring Roman institutions and the spectacle of Roman power to conquered peoples, many still remain as witnesses to the extent and control of the empire.
In this book, Alison Futrell explores the arena as a key social and political institution for binding Rome and its provinces. She begins with the origins of the gladiatorial contest and shows how it came to play an important role in restructuring Roman authority in the later Republic. She then traces the spread of amphitheaters across the Western Empire as a means of transmitting and maintaining Roman culture and control in the provinces.
Futrell also examines the larger implications of the arena as a venue for the ritualized mass slaughter of human beings, showing how the gladiatorial contest took on both religious and political overtones. This wide-ranging study, which draws insights from archaeology and anthropology, as well as Classics, broadens our understanding of the gladiatorial contest and its place within the highly politicized cult practice of the Roman Empire.
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.
"Frank C. Zagare combines a deep command of historical scholarship and the sophisticated skills of an applied game theorist to develop and test a theory of why deterrence failed, catastrophically, in July 1914. . . . Zagare concludes with sage advice on how to avoid even more cataclysmic breakdowns in a nuclear world."
---Steven J. Brams, New York University
"Zagare's deft study of the origins of the First World War using his perfect deterrence theory uncovers new insights into that signal event and shows the value of formal theory applied to historical events. A must-read for those interested in security studies."
---James D. Morrow, University of Michigan
"Through an exemplary combination of formal theory, careful qualitative analysis, and lucid prose, The Games of July delivers important and interesting answers to key questions concerning the international political causes of World War I. Its well-formed narratives and its sustained engagement with leading works in IR and diplomatic history . . . make it a rewarding read for security scholars in general and a useful teaching tool for international security courses."
---Timothy W. Crawford, Boston College
Taking advantage of recent advances in game theory and the latest historiography, Frank C. Zagare offers a new, provocative interpretation of the events that led to the outbreak of World War I. He analyzes key events from Bismarck's surprising decision in 1879 to enter into a strategic alliance with Austria-Hungary to the escalation that culminated in a full-scale global war. Zagare concludes that, while the war was most certainly unintended, it was in no sense accidental or inevitable.
The Games of July serves not only as an analytical narrative but also as a work of theoretical assessment. Standard realist and liberal explanations of the Great War are evaluated along with a collection of game-theoretic models known as perfect deterrence theory.
Frank C. Zagare is UB Distinguished Professor of Political Science at the State University of New York at Buffalo.
Cover illustration: Satirical Italian postcard from World War I. Used with permission from The University of North Carolina at Chapel Hill Libraries.
Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.
The Olympics thrill the world with spectacle and drama. They also carry a cultural and social significance that goes beyond the stadium, athletes, and fans. The Games are arenas in which individual and team athletic achievement intersect with the politics of national identity in a global context.
The Olympics at the Millennium offers groundbreaking essays that explore the cultural politics of the Games. The contributors investigate such topics as the emergence of women athletes as cultural commodities, the orchestrated spectacles of the opening and closing ceremonies, and the alternative sport culture offered via the Gay Games. Unforgettable events and decisions are discussed: Native American athlete Jim Thorpe winning—and losing—his two gold medals in 1912. Why America was one of the few countries to actually send Jewish athletes to the “Nazi Olympics.” The disqualification of champion Ewa Klobukowska from competing as a woman, due to chromosomal testing in 1967.
With the 2000 Sydney Games imminent, several essays address concerns with which every host country must contend, such as the threat of terrorism. Highlighting the difficult issues of racism and nationalism, another article explores the efforts of this country’s aboriginal people to define a role for themselves in the 2000 Games, as they struggle with ongoing discrimination. And with the world watching, Sydney faces profound pressure to implement a successful Olympics, as a matter of national pride.
Philadelphia sports—anchored by the Eagles, Flyers, Phillies, and 76ers—have a long, and sometimes tortured, history. Philly fans have booed more than their share and have earned a reputation as some of the most hostile in the country. They’ve been known, so the tales go, to jeer Santa Claus and cheer at the injury of an opposing player.
Strangely though, much of America’s perception of Philadelphia sports has been shaped by a fictional figure: Rocky. The series of Hollywood films named after their title character has told and retold the Cinderella story of an underdog boxer rising up against long odds. One could plausibly make the argument that Rocky is Philadelphia’s most famous athlete.
Beyond the major sports franchises and Rocky, lesser-known athletic competition in Philadelphia offers much to the interested observer. The city’s boxing culture, influence on Negro Leagues baseball, role in establishing interscholastic sport, and leadership in the rise of cricket all deserve and receive close investigation in this new collection. Philly Sports combines primary research and personal experiences—playing in the Palestra, scouting out the tombstones of the city’s best athletes, enjoying the fervor of a Philadelphia night with a local team in pursuit of a championship title. The essence of Philadelphia sport, and to a certain extent the city itself, is distilled here.
Prehistoric Games of North American Indians is a collection of studies on the ancient games of indigenous peoples of North America. The authors, all archaeologists, muster evidence from artifacts, archaeological features, ethnography, ethnohistory, and to a lesser extent linguistics and folklore. Chapters sometimes center on a particular game (chunkey rolling disc game or patolli dice game, for example) or sometimes on a specific prehistoric society and its games (Aztec acrobatic games, games of the ancient Fremont people), and in one instance on the relationship between slavery and gaming in ancient indigenous North American societies.
In addition to the intrinsic value of pursuing the time depth of these games, some of which remain popular and culturally important today among Native Americans or within the broader society, the book is important for demonstrating a wide variety of research methods and for problematizing a heretofore overlooked research topic. Issues that emerge include the apparently ubiquitous but difficult to detect presence of gambling, the entanglement of indigenous games and the social logic of the societies in which they are embedded, the characteristics of women’s versus men’s games or those of in-group and out-group gaming, and the close correspondence between gaming and religion. The book’s coverage is broad and balanced in terms of geography, level of socio-cultural organization and gender.
Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.
These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective.
Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming.
Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.
Donald E. Knuth’s influence in computer science ranges from the invention of methods for translating and defining programming languages to the creation of the TeX and METAFONT systems for desktop publishing. His award-winning textbooks have become classics that are often given credit for shaping the field, and his scientific papers are widely referenced and stand as milestones of development over a wide variety of topics. The present volume is the eighth in a series of his collected papers.
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