From the 1930s to the 1980s, the capital of weightlifting in America was York, Pennsylvania, the home of the York Barbell Company. Bob Hoffman, the founder of York Barbell, propagated an ideology of success for Americans seeking physical improvement. Often called the "Father of World Weightlifting," Hoffman was a pioneer in marketing ......
Wide-ranging and challenging, this book offers a host of new insights into how leisure theory has handled the question of gender difference and inequality. Providing a critical introduction to the leading positions in leisure theory, Betsy Wearing guides the reader through their strengths and weaknesses from a feminist perspective. This book draws attention to the various leisure experiences that women encounter and construct in their everyday lives and the meanings that these experiences have for them. Her perspective takes into account such poststructuralist ideas as multiple subjectivities of women and multiple femininities; the possibilities of resistance to male dominance in leisure; the potential through leisure of rewriting masculine and feminine scripts; and leisure as a site of struggle to challenge hegemonic masculinity.
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mayra is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
By examining the activities of young people whom marketers today call tweens, this book provides fresh historical depth to discussions about topics like childhood obesity, delinquency, learning disability, and ways that children spend their time when adults aren't looking.
Good entry level text that new students will really appreciate. Clearly written in a style that aids understanding and will develop their knowledge and ability to apply research techniques. - Shane Thurlow, Bishop Burton College "Essential elements associated with research in the fields of leisure, sport and tourism are introduced and ......
Good entry level text that new students will really appreciate. Clearly written in a style that aids understanding and will develop their knowledge and ability to apply research techniques. - Shane Thurlow, Bishop Burton College "Essential elements associated with research in the fields of leisure, sport and tourism are introduced and ......
Argues that the games black girls play - handclapping songs, cheers, and double-dutch jump rope - reflect and inspire the principles of black popular musicmaking. The author argues that such games are connected to traditions of African and African American musicmaking, and that they teach musical and social lessons that are carried into adulthood.
Argues that the games black girls play - handclapping songs, cheers, and double-dutch jump rope - reflect and inspire the principles of black popular musicmaking. The author argues that such games are connected to traditions of African and African American musicmaking, and that they teach musical and social lessons that are carried into adulthood.
Drawing on interviews with over 100 young men and women, and five years of research, the author explores the fast-paced world of kids and their cars. She reveals a world where cars have incredible significance for kids, as a means of transportation and thereby freedom to come and go, as status symbols and as a means to express their identities.