The Straight Game


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The Straight Game


The Straight Game

Author: Rebecca Flanders

language: en

Publisher: Harlequin Treasury-Harlequin American Romance 90s

Release Date: 1986


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The Straight Game by Rebecca Flanders released on Jan 25, 1986 is available now for purchase.

Gender and Sexuality in Online Game Cultures


Gender and Sexuality in Online Game Cultures

Author: Jenny Sundén

language: en

Publisher: Routledge

Release Date: 2012-03-12


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How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Table Tennis Triples


Table Tennis Triples

Author: Guenter Arndt

language: en

Publisher: Trafford Publishing

Release Date: 2007-10-31


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Most existing table tennis teams never play each other as a team. "Triples" for the first time allows three-person teams to play "serious" table tennis. The book explains its rationale, equipment and its manufacture, its rules, and its integration into existing table tennis events. It strives to enhance the already popular image of table tennis by adding a "true team sport" to its repertoire, thereby increasing its player, spectator and media appeal. Part 1 establishes the theoretical basis of Triples and provides detailed information on the design and manufacture of its hardware. In analysing its geometrical and physical aspects, it shows that playing conditions in Triples are equivalent to or better than in the conventional game - e.g. a greater action space and shot variety. Hence various novel table and net designs are described, including a reversible rectangular-to-round "retrofit" table tennis table system. Part 2 contains everything one needs to know to play the game, presenting a detailed account of the Triples rules and their reasoning. These include some concepts new to table tennis, such as "Tie Break", "Shoot-Out", and "Draw" game outcomes. Details on scoring, umpiring, match progress displays and possible team strategies are presented, including point-by-point score sheets and team events involving singles, doubles and Triples matches. Part 3 provides a glimpse into the future. It describes how Triples equipment can be used to create interesting new practice and recreational games, including 4-player "Quadruples", and how electronic sensors and computerised displays will soon lead to the "intelligent table tennis table". With its 60 figures, 12 tables, 45 references and 3 "new terms" registers the book is lucid and user-friendly. Collectively it invites table tennis players, coaches, organisers and administrators alike to try out the new game - and in this has the support of the International Table Tennis Federation.