Mob Power Plays

Mob Power Plays PDF

Author: William F. Roemer

Publisher: SP Books

Published: 1994

Total Pages: 316

ISBN-13: 9781561711680

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Real life mob buster, FBI Agent Bill Roemer, continues his extraordinary saga of Mafia power wars, political corruption, and bloody betrayals begun in his bestselling The War of the Godfathers. A novel of heart-pounding suspense, all the more intriguing for its true-life characters and inside knowledge of the secret workings of organized crime.

Mob Power Plays

Mob Power Plays PDF

Author: William F. Roemer

Publisher: Ulverscroft

Published: 1994-11-01

Total Pages:

ISBN-13: 9781561713707

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FBI Agent Bill Roemer continues the extraordinary saga of Mafia power wars, political corruption and bloody betrayals begun in his bestselling The War of the Godfathers. This time his hero, FBI Agent Bill Richards, is confronting the dons of New York and Chicago as they vie for control of casinos, Congress and baseball.

Mob Power Plays

Mob Power Plays PDF

Author: William F. Roemer

Publisher: Spi Books

Published: 1998-08-01

Total Pages: 288

ISBN-13: 9781561719501

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In the sequel to The War of the Godfathers, FBI agent Bill Richards faces off with the dons of New York and Chicago--including John Gotti, Tony Accardo, and Rocko Robustelli--who are teaming up to build the Tahoe Summit Casino. Original.

Power Play

Power Play PDF

Author: Asi Burak

Publisher: Macmillan + ORM

Published: 2017-01-31

Total Pages: 237

ISBN-13: 1250089344

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The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Antitrust and Upstream Platform Power Plays

Antitrust and Upstream Platform Power Plays PDF

Author: A. K. von Moltke

Publisher: Oxford University Press

Published: 2023-12-14

Total Pages: 401

ISBN-13: 0192873067

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Large digital platforms have been in the doghouse of antitrust decision-makers worldwide in recent years. Antitrust regulators agree, urgent intervention is needed. Interestingly, it is the plight of victimized suppliers—of merchants, app developers, publishers, platform labourers, and the like, who are upstream in the value chain—that has topped the policy agenda, prompting scrutiny of an almost unprecedented intensity. Amid such anxieties, Antitrust and Upstream Platform Power Plays asks a somewhat provocative question: Are upstream platform power plays really 'competition problems', and ones for antitrust, at that? The apparently obvious answer—'yes'—is deceptively simple for a number of reasons. Firstly, it contradicts contemporary antitrust's single-minded focus on consumers, which has all but erased supplier exploitation in the brick-and-mortar economy from the policy's radar. Secondly, the wider antitrust community remains bitterly divided when it comes to judging platform practices. In addition, if any consensus could be had, it would almost certainly confirm the longstanding tenet that antitrust cannot be about supplier welfare, as such. These paradoxes call for a policy introspection-precisely what this book provides. The analysis offered in Antitrust and Upstream Platform Power Plays is altogether normative, theoretical, and practical. Normative because it engages in a supplier-mindful soul-searching exercise, which advances our understanding of antitrust's foundations; theoretical as it sheds multidisciplinary insights on upstream effects in the platform economy and develops new frameworks for rationalizing them; and practical since it takes a deep dive into the complex antitrust machinery whilst staying attuned to other available levers of public action. Answering a compelling question with an equally compelling answer, this work will appeal to scholars and policymakers worldwide with a particular interest in platform regulation, antitrust, and powerful digital platforms.

War of the Godfathers

War of the Godfathers PDF

Author: William F. Roemer, Jr.

Publisher:

Published: 1991-10

Total Pages: 0

ISBN-13: 9780804108317

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The stakes -- Las Vegas. The players -- Bonanno vs. Accardo. William F. Roemer, Jr., is the renowned FBI agent whose relentless crusade against the mob outshone even that of legendary crime buster Eliot Ness. Only Roemer -- the most-decorated hero in the FBI and the most-wanted man on the underworld's hit list -- could tell the electrifying inside story of the no-holds-barred duel that pitted the reigning dons of New York and Chicago against each other for the most precious jewel in the organized crime crown -- Vegas. Featuring the battling godfathers themselves -- Joe Bonanno and Tony "Joe Batters" Accardo -- plus a rogues gallery of high rollers, professional hitters, capos, underbosses, and soldiers, here are the strategies, the setups, the takedowns, and the double crosses in the real words of the men who cut the deals -- and the throats -- in the biggest, deadliest power play in the history of the mob and the annals of true crime. ""Exciting reading . . . Roemer's experience has left him with some fascinating tales, and this is one of them." -- The Kirkus Reviews

Second Person

Second Person PDF

Author: Pat Harrigan

Publisher: MIT Press

Published: 2010-01-22

Total Pages: 428

ISBN-13: 0262514184

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Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

The Baseball Novel

The Baseball Novel PDF

Author: Noel Schraufnagel

Publisher: McFarland

Published: 2008-08-29

Total Pages: 256

ISBN-13: 0786435577

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This annotated bibliography covers approximately 400 novels published from 1838 through 2007. A substantial introduction to the history and development of the genre precedes the chronologically arranged entries, which provide bibliographic details and extensive annotations on plot, themes, and compositional strengths and weaknesses. Mainstream novels by writers such as Hemingway, Wolfe, Roth, and DeLillo are included. Appendices provide historical overviews for the primary baseball subgenres, including mystery, fantasy, and science-fiction; lists for novels that foreground issues of race or ethnicity (or both, as in Winegardner's Vera Cruz Blues), gender (Gilbert's A League of Their Own), and class (Hay's The Dixie Association); and the author's rankings of great baseball novels overall and by subgenre.

Power Play

Power Play PDF

Author: Anne McCaffrey

Publisher: Del Rey

Published: 2002-02-19

Total Pages: 351

ISBN-13: 0345457544

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“Riveting . . . exciting . . . The writing and characterization, as well as the infusions of Celtic ­and Inuit lore, remain of high quality.”—Booklist Petaybee is growing up. Day by day, the feeling planet—like any child—is learning to recognize and understand the meaning of outside stimuli, to respond to those stimuli, to communicate its own needs and desires . . . even to use human speech. Yanaba Maddock has appointed herself defender of her adopted planet, and has even succeeded in proving its sentience to nonbelievers. But despite her efforts, few outsiders truly care for the emotions and intelligence of what they perceive to be a giant hunk of rock. Then Yanaba is kidnapped. The price of her freedom: control of the planet itself. But the only one who can speak for Petaybee is Petaybee—and no one knows what a living planet can do once it finds its voice. . . . “Anne McCaffrey and Elizabeth Ann Scarborough collaborate seamlessly to tell a first-rate sf adventure.”—Library Journal, on Power Lines