The imperial game

The imperial game
Title The imperial game PDF eBook
Author Brian Stoddart
Publisher Manchester University Press
Pages 187
Release 2017-03-01
Genre History
ISBN 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.

Games of Empire

Games of Empire
Title Games of Empire PDF eBook
Author Nick Dyer-Witheford
Publisher U of Minnesota Press
Pages 425
Release 2013-11-30
Genre Social Science
ISBN 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.

Imperial Games in Tibet

Imperial Games in Tibet
Title Imperial Games in Tibet PDF eBook
Author Dilip Sinha
Publisher Pan Macmillan
Pages 344
Release 2024-05-28
Genre Political Science
ISBN 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.

British culture and the end of empire

British culture and the end of empire
Title British culture and the end of empire PDF eBook
Author Stuart Ward
Publisher Manchester University Press
Pages 254
Release 2017-03-01
Genre History
ISBN 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.

Star Wars®: Imperial Handbook

Star Wars®: Imperial Handbook
Title Star Wars®: Imperial Handbook PDF eBook
Author Daniel Wallace
Publisher Chronicle Books
Pages 168
Release 2015-08-11
Genre Fiction
ISBN 1452145288

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The exciting next book in the bestselling Jedi/Sith/Bounty Hunter series has arrived! The Empire has taken hold of the galaxy, and high-ranking officials from each branch of the military have created an Imperial Handbook, compiling tactical guidelines and procedures as well as mission reports and classified documents for all newly ascending commanders. This comprehensive manual details secrets of Imperial battle tactics, acceptable actions for bringing swift justice to traitors, and the Emperor's long-term plan for galactic military domination. After the Battle of Endor, this copy of the Imperial Handbook fell into the hands of the Rebel Alliance. Well-known rebels provide a humorous running counter-commentary to the official Imperial propaganda in the form of handwritten annotations in the margins of the pages. © and TM Lucasfilm Ltd. Used Under Authorization

To Play the Game

To Play the Game
Title To Play the Game PDF eBook
Author J. Bowyer Bell
Publisher Transaction Publishers
Pages 204
Release
Genre Sports & Recreation
ISBN 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.

Gaming Empire in Children's British Board Games, 1836-1860

Gaming Empire in Children's British Board Games, 1836-1860
Title Gaming Empire in Children's British Board Games, 1836-1860 PDF eBook
Author Megan A. Norcia
Publisher Routledge
Pages 252
Release 2019-03-25
Genre Literary Collections
ISBN 0429559267

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Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.