2018Only Use Personal for GLOBE INTERNATIONAL ANNUAL REPORT
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Number of Helmets Distributed by the Tony Hawk
THF_newsletter_back.pdf 1 5/14/12 5:17 PM From The Founder The past year has been great for THF, for public skateparks, and for skateboarding in general. We reached a few foundation milestones, including supporting over 500 public skateparks (505 to be exact) in all 50 States, totaling more than $4-million in funding. Our 2011 Stand Up For Skateparks events were the best yet, with The Black Keys rocking in Beverly Hills and Ben Harper killing it in Vegas. Our staff is more efficient than ever in providing resources and information to communities starting their skatepark projects. And the parks that have opened recently are the best we’ve seen. But despite our successes and the achievements of the groups we work with across the country, we can see that there is so much more to do to help communities address the needs of their youth. In 2011, we saw 22 skateparks that received THF grants open. That means of the 505 skateparks that we’ve helped fund over the past decade, 418 are open—or 82%! With approximately 3,500 skateparks in the U.S., we have contributed to 12% of them. The process of getting a skatepark teaches kids in the community valuable lessons about perse- verance and that working with their city leaders can be a positive experience. The most common lesson that skaters cite is that with persistence and hard work, their dreams can be realized. The leaders cite that the youth develop a level of ownership and pride in the skatepark that they hadn’t anticipated. -
Masaryk University Brno
MASARYK UNIVERSITY BRNO FACULTY OF EDUCATION Department of English language and literature The origin and development of skateboarding subculture Bachelor thesis Brno 2017 Supervisor: Mgr. Zdeněk Janík, M.A., Ph.D. author: Jakub Mahdal Bibliography Mahdal, Jakub. The origin and development of skateboarding subculture; bachelor thesis. Brno; Masaryk University, Faculty of Education, Department of English Language and Literature, 2017. NUMBER OF PAGES. The supervisor of the Bachelor thesis: Mgr. Zdeněk Janík, M.A., Ph.D. Bibliografický záznam Mahdal, Jakub. The origin and development of skateboarding subculture; bakalářská práce. Brno; Masarykova univerzita, Pedagogická fakulta, Katedra anglického jazyka a literatury, 2017. POČET STRAN. Vedoucí bakalářské práce: Mgr. Zdeněk Janík, M.A., Ph.D. Abstract This thesis analyzes the origin and development of skateboarding subculture which emerged in California in the fifties. The thesis is divided into two parts – a theoretical part and a practical part. The theoretical part introduces the definition of a subculture, its features and functions. This part further describes American society in the fifties which provided preconditions for the emergence of new subcultures. The practical part analyzes the origin and development of skateboarding subculture which was influenced by changes in American mass culture. The end of the practical part includes an interconnection between the values of American society and skateboarders. Anotace Tato práce analyzuje vznik a vývoj skateboardové subkultury, která vznikla v padesátých letech v Kalifornii. Práce je rozdělena do dvou částí – teoretické a praktické. Teoretická část představuje pojem subkultura, její rysy a funkce. Tato část také popisuje Americkou společnost v 50. letech, jež poskytla podmínky pro vznik nových subkultur. -
Tony Hawkʼs Pro Skater 3 Game Design Suggestions Created
Tony Hawkʼs Pro Skater 3 Game Design Suggestions Created: October 2, 2000 Updated: October 3, 2000 Updated: November 7, 2000 Non-Confi dential: Written by Noe Valladolid Friends: Here is an unadulterated look at the Tony Hawkʼs Pro Skater suggestions submitted to Neversoft. Below in three sections are the pages as submitted in chronological order. The fi rst section is the feedback form all of the THPS2 World Finalists were asked to submit after playing through the game. The second section is the follow-up for suggestions I submitted to Neversoft after asking permission to do so. The third section contains the ideas that I missed or wanted to elaborate on. Enjoy, Noe Valladolid SECTION 1 Questionnaire: September, 2000 Thank you for taking the time to fi ll out this questionnaire regarding Tony Hawkʼs Pro Skater 2 and the Big Score Competition. Please fi ll out this questionnaire after you have thoroughly played all the levels in the game and email it back to me or send a hard copy. [email protected] Thanks! Name: Noe Valladolid Age: 25 What other console systems do you own besides PlayStation (highlight appropriate systems): Sega Dreamcast √ Nintendo 64 √ Nintendo Game Boy √ Which console systems do you intend to buy in the upcoming year (highlight desired systems): Sony PlayStation 2 √ Nintendo Game Cube (FKA “Dolphin”) Nintendo Game Boy Advance √ Microsoft X-Box What video games do you like to play (besides THPS 1 & 2)? Grind Session Sonic Adventure Tenchu 1&2 (not just because your Activision) Chrono Cross Crazy Taxi Gran Turismo Grandia Driver Soul Calibur Final Fantasy Tactics Pokémon Gold and Silver Pokémon Stadium Lunar 2 Lunar: Silver Star Parasite Eve Tactics Ogre Twisted Metal 2 Metal Gear Solid THE BIG SCORE COMPETITION This section discusses the THPS 2 Big Score Competition. -
Skate Life: Re-Imagining White Masculinity by Emily Chivers Yochim
/A7J;(?<; technologies of the imagination new media in everyday life Ellen Seiter and Mimi Ito, Series Editors This book series showcases the best ethnographic research today on engagement with digital and convergent media. Taking up in-depth portraits of different aspects of living and growing up in a media-saturated era, the series takes an innovative approach to the genre of the ethnographic monograph. Through detailed case studies, the books explore practices at the forefront of media change through vivid description analyzed in relation to social, cultural, and historical context. New media practice is embedded in the routines, rituals, and institutions—both public and domestic—of everyday life. The books portray both average and exceptional practices but all grounded in a descriptive frame that ren- ders even exotic practices understandable. Rather than taking media content or technol- ogy as determining, the books focus on the productive dimensions of everyday media practice, particularly of children and youth. The emphasis is on how specific communities make meanings in their engagement with convergent media in the context of everyday life, focusing on how media is a site of agency rather than passivity. This ethnographic approach means that the subject matter is accessible and engaging for a curious layperson, as well as providing rich empirical material for an interdisciplinary scholarly community examining new media. Ellen Seiter is Professor of Critical Studies and Stephen K. Nenno Chair in Television Studies, School of Cinematic Arts, University of Southern California. Her many publi- cations include The Internet Playground: Children’s Access, Entertainment, and Mis- Education; Television and New Media Audiences; and Sold Separately: Children and Parents in Consumer Culture. -
Bamcinématek Presents Skateboarding Is Not a Crime, a 24-Film Tribute to the Best of Skateboarding in Cinema, Sep 6—23
BAMcinématek presents Skateboarding is Not a Crime, a 24-film tribute to the best of skateboarding in cinema, Sep 6—23 Opens with George Gage’s 1978 Skateboard with the director in person The Wall Street Journal is the title sponsor for BAMcinématek and BAM Rose Cinemas. Brooklyn, NY/Aug 16, 2013—From Friday, September 6 through Thursday, September 12, BAMcinématek presents Skateboarding is Not a Crime, a 24-film tribute to the best of skateboarding in cinema, from the 1960s to the present. The ultimate in counterculture coolness, skateboarding has made an irresistibly sexy subject for movies thanks to its rebel-athlete superstars, SoCal slacker fashion, and jaw-dropping jumps, ollies, tricks, and stunts. Opening the series on Friday, September 6 is George Gage’s Skateboard (1978), following a lumpish loser who comes up with an ill-advised scheme to manage an all-teen skateboarding team in order to settle his debts with his bookie. An awesomely retro ride through 70s skateboarding culture, Skateboard was written and produced by Miami Vice producer Dick Wolf and stars teen idol Leif Garrett (Alfred Hitchcock’s daughter plays his mom!) and Z-Boys great Tony Alva. Gage will appear in person for a Q&A following the screening. Two of the earliest films in the series showcase the upright technique that dominated in the 60s. Skaterdater (1965—Sep 23), Noel Black’s freewheelingly shot, dialogue-free puppy-love story (made with pre-adolescent members of Torrance, California’s Imperial Skateboard Club) is widely considered to be the first skateboard movie. Claude Jutra’s cinéma vérité lark The Devil’s Toy (1966—Sep 23), is narrated in faux-alarmist fashion, with kids whipping down the hills of Montreal, only to have their decks confiscated by the cops. -
Kevin Harris
Kevin Harris Derailed by skateboarding in 1976, Kevin Harris was never the same. As a gangly teenager nicknamed stickman, he pulled his shorts north of the belly button, walked school hallways holding his cherished skateboard instead of girlfriends' hands and rode every day, rain or shine. He graduated high school as a national champion and member of the Ripping Squad demonstration team with zero social life outside of skateboarding. Pictures torn out of SkateBoarder covered his bedroom wall instead of the expected Farah Fawcett bathing suit poster. Unfortunately for the teenager, his daydreams of becoming a world-famous professional skateboarder were crippled by location, location, location. California was the skateboarding epicenter and Kevin may as well have been winning contests on the dark side of the moon for all the attention Canada received. No legitimate pro had ever emerged from The Great White North. In 1978, when Kevin crushed the unofficial world record of 400 two-board 360s with an official 1,032 rotations, SkateBoarder magazine awarded him a teeny black and white photo. By 1981 there were barely any pros anywhere. The skating bubble burst and stragglers were looked upon with pity, unaware they were obsessed over a deflated loser fad. Kevin's collection of trophies failed to keep him company as he skated alone every night. Paying his own way to California contests, Kevin entered the emasculated international competitive pool as a way to motivate his skating and hang with other enthusiasts. There were so few competitors at a 1982 Del Mar Skate Ranch contest that they mashed the professionals and amateurs together. -
The Skateboard Dérive: a Poststructuralist Performance of Everyday Urban Motility
Liminalities: A Journal of Performance Studies Vol. 9, No. 3, June 2013 The Skateboard Dérive: A Poststructuralist Performance of Everyday Urban Motility Hunter H. Fine Introduction The landscape of the city possesses the elements of a dialogic pyschogeographical production, an environment that is both a product of and producing of, individuals. The Skateboard Dérive is a critical exploration of this landscape, which is re/presented to highlight a compositional aesthetic that functions to blur the distinctions between the subject of the city and the object of the practitioner in the form of a video and audio rendering of the experience. Utilizing the tactic of the dérive, devised and em- ployed by The Situationist International, I locate physical and conceptual forces of power and resistance in the dialog created between the sedentary nature of everyday public spaces and the nomadic practices of a particular drifting practitioner. Combining the critical wander with street skateboarding as a performative exemplar of Gilles Deleuze and Felix Guattari’s theorized nomad, I connect disparate locales of various pre- scribed uses through fluid movement. The street skateboard is a tool that when used to it’s cultural and historical poten- tial produces its own space and becomes a body; to this degree the body/board traverses the urban space creating a localized environment that is directly re/created according to the physical practice within. The subjectivity of this body/board is spa- tially existential, essence for this practitioner is provided by an immediate and con- scious interaction with/in space(s). This critical and creative micro practice is viewed as a shifting method of inquiry, a nomadic interpretation of science. -
An Update from the Crew at Dwindle Distribution
An update from the crew at Dwindle Distribution We can’t keep our plan a secret anymore. Dwindle Distribution is producing skateboard decks in China. For months now, we at Dwindle have had to sit by silently and listen to all the rumors, all the mudslinging, and all the false claims from those who wish they’d done it first or who have been misinformed. Now that we have finally perfected our process, it’s time to set the record straight. It’s time to explain what Dwindle is doing and how this is going to help skaters, retailers and the industry to further grow and develop skateboarding. For the past three years, under the direction of Rodney Mullen, Dwindle Distribution has developed a secret weapon – The state of the art, Chinese production facility we call Chop Chop Wood Shop. For a quarter of a century, Rodney Mullen has arguably done more to usher us into the modern skateboard era than anyone. The combination of his freakish technical and innovative skills on a skateboard with his grade-A Nerd qualifications make him an ideal candidate to spearhead the team of experts we assembled to create Chop Chop Wood Shop. Decades’ worth of experience from skate industry wood shop legends, materials scientists, industrial adhesives gurus, veneering specialists, as well as aerospace CAD/CAM technologists, form the foundation of Chop Chop. “For my entire pro career, I have had to handpick every deck I ride from general production—feeling comfortable on only 1 of 5 decks. With Chop Chop, this is the first time in my career I can pick any production deck and ride it with complete comfort. -
Milan Shah Thakuriaka.Pagal Chora
INTERVIEW WITH OUR TEAM RIDER Milan Shah Thakuri aka. Pagal Chora INTERVIEW Milan Shah thakuri aka. Pagal Chora Milan shah is A 19 year old up and coming street ripper from nepal. After his skatelife began at 17 his level of progression has flourished due only to his sheer love for being on the board. We called him up for a brief phone interview to find out more about his life. where he has come from and what he hopes to achieve as a skateboarder from Nepal. Hello? and his families have come down to play both because my height was Is this Milan? Yes. ktm cause of that). My big sister is in small. But in Both Junior & Senior I How are you bro? Im good bro. Malaysia and my second sister has a would get high score, my name would flight after 3 days for Japan. My dad come in a newspaper Milan shah What are you up to? has taken a lot of loan to send the jersey no 5 from this school from this Just chilling man. sisters abroad, Because of that loan a tournament. Didn’t get any certificate lot of the problems are arising in the but my name came in the newspaper We don’t know a lot about you man. family. We have one House that is also quite a few times. The Milan that we see today im sure in Bank Loan and I am the only Son. there is a story behind him. What is when I was studying in 10th standard, his background? What did he do before Now I’m 20 bro, I cleared My 12 I knew how to dance. -
Tony Hawk's Pro Skater 1 and 2, Remastered from Ramp to Rail On
The Legacy Continues -- Tony Hawk’s Pro Skater 1 and 2, Remastered From Ramp to Rail on September 4 May 12, 2020 A First Gameplay Look At The Warehouse Level Is Available Now On @Jablinskigames Digital Pre-Orders Give Fans Early Access to a Demo of the Iconic Warehouse Level This Summer! SANTA MONICA, Calif.--(BUSINESS WIRE)--May 12, 2020-- The videogame that transformed the skateboarding world is back! The original birdman Tony Hawk, and Vicarious Visions, the studio that reinvigorated Crash with the Crash Bandicoot™ N. Sane Trilogy, have teamed up to bring fans remastered versions of the first two badass games in the critically acclaimed Tony Hawk franchise -- Tony Hawk’s™ Pro Skater™ 1 and .2 To provide players with breathtaking gameplay experiences, Tony Hawk’s Pro Skater 1 and 2 will blend all the original levels, pro-skaters, old-school tricks and more that gamers remember from the ‘90s and ‘2000s with new, beautifully recreated levels. This faithful remaster will also include blockbuster songs from the original franchise. Dropping in on September 4, 2020, Tony Hawk’s Pro Skater 1 and 2 will return remastered in one awesome package for PlayStation® 4, PlayStation® 4 Pro, the family of Xbox One devices from Microsoft, including the Xbox One X, and on PC through the Epic platform. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20200512005288/en/ “The original Tony Hawk's Pro Skater series is a big factor in the evolution of modern skateboarding tricks and inspiring many of the pro skaters you know and love today,” said Tony Hawk. -
Reply Card [Converted]
PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. WARNING – Seizures • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, and this may occur while they are watching TV or playing video games, even if they have never had a seizure before. • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition, should consult a doctor before playing a video game. • Parents should watch their children play video games. Stop playing and consult a doctor if you or your child has any of the following symptoms: Convulsions Eye or muscle twitching Altered vision Loss of awareness Involuntary movements Disorientation • To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. 4. Play in a well-lit room. 5. Take a 10 to 15 minute break every hour. WARNING – Repetitive Motion Injuries and Eyestrain Playing video games can make your muscles, joints, skin or eyes hurt. Follow these instructions to avoid problems such as tendonitis, carpal tunnel syndrome, skin irritation or eyestrain: • Avoid excessive play. Parents should monitor their children for appropriate play. • Take a 10 to 15 minute break every hour, even if you don't think you need it. -
The Reification of Skateboarding
International Journal of Science Culture and Sport (IntJSCS) March 2015: 3(1) ISSN : 2148-1148 Doi : 10.14486/IJSCS231 The Reification of Skateboarding Antoine CANTIN-BRAULT Université de Saint-Boniface, 200 avenue de la Cathédrale, Winnipeg, R2H 0H7 CANADA Email: [email protected] Abstract Being a constellation sport, skateboarding is, in present times, at odd with itself because it is engaged in a process of reification. It is being transformed into an organized sport characterized by a single path and participation in ideology’s larger process of rationalization and identification of reality. To become an organized sport, a sport must submit to quantification: skateboarding and skaters are becoming quantifiable commodities. But skateboarding is and always has been a qualitative activity not akin to identification with ideology. Adorno’s negative dialectics provides a useful approach for understanding this contradiction as it exists between skateboarding and ideology and for showing how the reification of skateboarding is taking place in particular by means of the institutionalisation of skateparks and contests, all of which will be examined in the following. Keywords: Skateboarding, reification, Adorno, skateparks, contests Copyright©IntJSCS (www.iscsjournal.com) - 54 Cantin-Brault, The Reification of Skateboarding 3(1):54-66 Introduction Becoming a sport – and in particular an organized sport – has serious philosophical implications. Critical thinking shows that for an activity to become an organized sport, it must abandon its freedom by allowing itself to become logically standardized and administered within the context of the current global ideology.1 In other words, by means of this reification process, an activity permits outside interests to dictate what is to become of it without its consent, in accordance with an external definition of what this activity is.