A Cunning Kind of Play

A Cunning Kind of Play
Author: Warren N. Wilbert
Publisher: McFarland
Total Pages: 264
Release: 2002-05-29
Genre: Sports & Recreation
ISBN: 9780786411566

The rivalry between the Chicago Cubs and the New York Giants--the National League's greatest teams in its early days--took hold with the founding of the league in 1876. Between the two bitter rivals there were nine first-second finishes, eight second-third finishes, and 30 out of a possible 65 championships in the league's first six decades. Their games often showcased match-ups between baseball's most talented and toughest players and often had playoff implications. This history of the rivalry begins coverage in 1876 (when the Cubs won the first NL championship) and goes through 1932 (when John McGraw stepped down as manager of the Giants). All of the many great personalities, player match-ups, streaks, and pennant races are included.

Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment
Author: Yoram Chisik
Publisher: Springer
Total Pages: 175
Release: 2018-02-19
Genre: Computers
ISBN: 3319730622

This book constitutes the refereed proceedings of the 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, held in Funchal, Portugal, in June 2017. The 15 full papers were selected from 19 submissions and present developments and insights in art, design, science and engineering regarding novel entertainment-focused devices, paradigms, and reconfiguration of entertainment experiences.

Games and Play in HCI

Games and Play in HCI
Author: Kathrin Gerling
Publisher: Frontiers Media SA
Total Pages: 193
Release: 2021-08-03
Genre: Science
ISBN: 2889711447

Esports in the Asia-Pacific

Esports in the Asia-Pacific
Author: Filippo Gilardi
Publisher: Springer Nature
Total Pages: 281
Release: 2023-10-24
Genre: Social Science
ISBN: 9819937965

This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.