Stealing Games

Stealing Games
Author: Maury Klein
Publisher: Bloomsbury Publishing USA
Total Pages: 417
Release: 2016-03-22
Genre: Sports & Recreation
ISBN: 1632860244

The 1911 New York Giants stole an astonishing 347 bases, a record that still stands more than a century later. That alone makes them special in baseball history, but as Maury Klein relates in Stealing Games they also embodied a rapidly changing America on the cusp of a faster, more frenetic pace of life dominated by machines, technology, and urban culture. Baseball, too, was evolving from the dead-ball to the live-ball era--the cork-centered ball was introduced in 1910 and structurally changed not only the outcome of individual games but the way the game itself was played, requiring upgraded equipment, new rules, and new ways of adjudicating. Changing performance also changed the relationship between management and players. The Giants had two stars--the brilliant manager John McGraw and aging pitcher Christy Mathewson--and memorable characters such as Rube Marquard and Fred Snodgrass; yet their speed and tenacity led to three pennants in a row starting in 1911. Stealing Games gives a great team its due and underscores once more the rich connection between sports and culture.

Grand Theft Childhood

Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
Total Pages: 275
Release: 2008-04-15
Genre: Family & Relationships
ISBN: 1416564691

Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

Stealing Cars

Stealing Cars
Author: John A. Heitmann
Publisher: JHU Press
Total Pages: 229
Release: 2014-05
Genre: Science
ISBN: 1421412977

The technology-thwarting car thief has become as advanced as the cars themselves. As early as 1910 Americans recognized that cars were easy to steal and, once stolen, hard to find, especially since cars looked much alike. Model styles and colors eventually changed, but so did the means of making a stolen car disappear. Though changing license plates and serial numbers remain basic procedure, thieves have created highly sophisticated networks to disassemble stolen vehicles, distribute the parts, and/or ship the altered cars out of the country. Stealing cars has become as technologically advanced as the cars themselves. John A. Heitmann and Rebecca H. Morales’s study of automobile theft and culture examines a wide range of related topics that includes motives and methods, technological deterrents, place and space, institutional responses, international borders, and cultural reflections. Only recently have scholars begun to move their focus away from the creators and manufacturers of the automobile to its users. Stealing Cars illustrates the power of this approach, as it aims at developing a better understanding of the place of the automobile in the broad texture of American life. There are many who are fascinated by aspects of automobile history, but many more readers enjoy the topic of crime—motives, methods, escaping capture, and of course solving the crime and bringing criminals to justice. Stealing Cars brings together expertise from the history of technology and cultural history as well as city planning and transborder studies to produce a compelling and detailed work that raises questions concerning American priorities and values. Drawing on sources that include interviews, government documents, patents, sociological and psychological studies, magazines, monographs, scholarly periodicals, film, fiction, and digital gaming, Heitmann and Morales tell a story that highlights both human creativity and some of the paradoxes of American life.

Stealing Games

Stealing Games
Author: Maury Klein
Publisher:
Total Pages: 400
Release: 2017-11
Genre:
ISBN: 9781632860255

No Marketing Blurb

License To Steal

License To Steal
Author: Jeff Burbank
Publisher: University of Nevada Press
Total Pages: 582
Release: 2012-08-01
Genre: Law
ISBN: 0874174724

These seven precedent-setting case studies taken from the files of the Nevada Gaming Control Board and Commission illustrate vital issues addressed in the first decade of Las Vegas' megaresorts.

Stolen!

Stolen!
Author: Russell Roberts
Publisher: McFarland
Total Pages: 244
Release: 1999-01-01
Genre: Sports & Recreation
ISBN: 9780786406500

The stolen base is one of the most fascinating plays in all of sports. In no other sport is the opportunity present for the offense to literally take away what belongs to the defense. In other sports it is the ball (or puck) that must do the scoring; in baseball, however, it is the runner, and base stealing is the runner's greatest weapon. Not just ball games but entire World Series have turned on a steal. This book traces the history of the stolen base and stealing in the major leagues from its humble beginnings through its current status as an indispensable part of a team's offense. Also covered are the players who were synonymous with base stealing: Ty Cobb, Luis Aparicio, Maury Wills, Lou Brock, Rickey Henderson, and others. The most memorable steals in baseball history are also recalled.

Stealing Worlds

Stealing Worlds
Author: Karl Schroeder
Publisher: Macmillan + ORM
Total Pages: 348
Release: 2019-06-18
Genre: Fiction
ISBN: 0765399970

From Karl Schroeder, author of Lockstep, comes the near-future, science fiction, hacker’s heist, Stealing Worlds. The Verge—New Science Fiction and Fantasy Books to Check Out in June Sura Neelin is on the run from her creditors, from her past, and her father’s murderers. She can’t get a job, she can’t get a place to live, she can’t even walk down the street: the total surveillance society that is mid-21st century America means that every camera and every pair of smart glasses is her enemy. But Sura might have a chance in the alternate reality of the games. People can disappear in the LARP game worlds, into the alternate economy of Notchcoin and blockchains. The people who build the games also program the surveillance networks—she just needs an introduction, and the skills to play. Turns out, she has very valuable skills, and some very surprising friends. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

License To Steal

License To Steal
Author: Dennis M. Marlock
Publisher: Paladin Press
Total Pages: 304
Release: 2007-01-01
Genre:
ISBN: 9781581605815

License to Steal -- an in-depth study of the criminal element of the Romani population, a highly organized, secretive empire known as the Gypsy Mafia -- is based on true stories taken from police records, historical data and heartbreaking interviews with victims of various scams. Gypsy Mafia games include burglary, home-improvement rip-offs, fortune-telling, shoplifting, pickpocketing and insurance and credit-card fraud.

Sneaky Spies

Sneaky Spies
Author: Thomas Kingsley Troupe
Publisher: Capstone
Total Pages: 33
Release: 2018-08
Genre: Juvenile Nonfiction
ISBN: 1543556191

Quietly infiltrating a high-security building to steal secret documents. Sneaking behind enemy lines to rescue an important government official. Secretly listening to an enemy's conversation without getting caught. Fans of stealthy video games enjoy these activities and many more. But what is the true story behind today's popular stealth games? What methods to spies use to secretly gather intelligence? What kind of gear to secret agents use to spy on the activities of others? How do special forces teams achieve their missions without getting caught? Compare true spy tactics and gear to today's popular video games and learn if they are portrayed accurately, or if the games twist the truth to create a more exciting game-playing experience.