The General Mills/Parker Brothers Merger

The General Mills/Parker Brothers Merger
Title The General Mills/Parker Brothers Merger PDF eBook
Author Ellen Wojahn
Publisher Beard Books
Pages 328
Release 2003
Genre Business & Economics
ISBN 9781587981821

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This is a reprint of a previously published book. The original title was Playing by Different Rules. It deals with the Genral Mills/ Parker Brothers Merger.

The Monopolists

The Monopolists
Title The Monopolists PDF eBook
Author Mary Pilon
Publisher Bloomsbury Publishing USA
Pages 273
Release 2015-02-17
Genre History
ISBN 1620405717

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The Monopolists reveals the unknown story of how Monopoly came into existence, the reinvention of its history by Parker Brothers and multiple media outlets, the lost female originator of the game, and one man's lifelong obsession to tell the true story about the game's questionable origins. Most think it was invented by an unemployed Pennsylvanian who sold his game to Parker Brothers during the Great Depression in 1935 and lived happily--and richly--ever after. That story, however, is not exactly true. Ralph Anspach, a professor fighting to sell his Anti-Monopoly board game decades later, unearthed the real story, which traces back to Abraham Lincoln, the Quakers, and a forgotten feminist named Lizzie Magie who invented her nearly identical Landlord's Game more than thirty years before Parker Brothers sold their version of Monopoly. Her game--underpinned by morals that were the exact opposite of what Monopoly represents today--was embraced by a constellation of left-wingers from the Progressive Era through the Great Depression, including members of Franklin Roosevelt's famed Brain Trust. A gripping social history of corporate greed that illuminates the cutthroat nature of American business over the last century, The Monopolists reads like the best detective fiction, told through Monopoly's real-life winners and losers.

The Secret History of Balls

The Secret History of Balls
Title The Secret History of Balls PDF eBook
Author Josh Chetwynd
Publisher Penguin
Pages 222
Release 2011-05-03
Genre Sports & Recreation
ISBN 1101514876

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You may fancy yourself a sports fan, but chances are you don't know: A fish eyeball was used as the center of some nineteenth-century baseballs The race to make better billiard balls led to the invention of plastics The Nerf ball was originally created to be part of a board game featuring cavemen Balls are the unsung heroes of sports. They are smacked, flung, dribbled, crushed, thrown, and kicked. They're usually only the subject of scrutiny when something goes wrong: a tear, the application of an illegal foreign substance, or a dent from overuse. Nevertheless, if you're watching nearly any major sporting event from around the world, you're likely following the ball wondering where it will go next... The Secret History of Balls mines the stories and lore of sports and recreation to offer insight into 60 balls-whether they're hollow, solid, full of air, or stuffed with twine or made of leather, metal, rubber, plastic, or polyurethane-that give us joy on playing fields and in every arena from backyards to stadiums around the globe.

Decisions and Orders of the National Labor Relations Board

Decisions and Orders of the National Labor Relations Board
Title Decisions and Orders of the National Labor Relations Board PDF eBook
Author United States. National Labor Relations Board
Publisher
Pages 808
Release 1971-04
Genre Labor laws and legislation
ISBN

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Encyclopedia of Play in Today's Society

Encyclopedia of Play in Today's Society
Title Encyclopedia of Play in Today's Society PDF eBook
Author Rodney P. Carlisle
Publisher SAGE
Pages 1033
Release 2009-04-02
Genre Crafts & Hobbies
ISBN 1412966701

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Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.

The Sega Arcade Revolution

The Sega Arcade Revolution
Title The Sega Arcade Revolution PDF eBook
Author Ken Horowitz
Publisher McFarland
Pages 311
Release 2018-07-06
Genre Games & Activities
ISBN 1476631964

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Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.

Hanna-Barbera

Hanna-Barbera
Title Hanna-Barbera PDF eBook
Author Jared Bahir Browsh
Publisher McFarland
Pages 308
Release 2021-12-28
Genre Performing Arts
ISBN 1476675791

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With careers spanning eight decades, William Hanna and Joseph Barbera were two of the most prolific animation producers in American history. In 1940, the two met at MGM and created Tom and Jerry, who would earn 14 Academy Award nominations and seven wins. The growth of television led to the founding of Hanna-Barbera's legendary studio that produced countless hours of cartoons, with beloved characters from Fred Flintstone, George Jetson and Scooby-Doo to the Super Friends and the Smurfs. Prime-time animated sitcoms, Saturday morning cartoons, and Cartoon Network's cable animation are some of the many areas of television revolutionized by the team. Their productions are critical to our cultural history, reflecting ideologies and trends in both media and society. This book offers a complete company history and examines its productions' influences, changing technologies, and enduring cultural legacy, with careful attention to Hanna-Barbera's problematic record of racial and gender representation.