How did the United States move from position of nuclear superiority over the Soviet Union at the beginning of the 1960s to a period of arms control based on nuclear parity the doctrine of mutual assured destruction in 1972? Drawing on declassified records of conversations between three presidents and their most trusted advisors, this book provides a new and fascinating answer to this question. John F. Kennedy, Lyndon Johnson, and Richard Nixon struggled to reconcile their own personal convictions on the nuclear arms race with the very different views of the public and Congress. In doing so they engaged in a double game, hiding their true beliefs behind a facade of strategic language while grappling in private with the complex realities of the nuclear age. The book shows how Kennedy and Johnson consistently worried about the domestic political costs of their actions, pushing ahead with an anti-ballistic missile (ABM) system for the United States for fear of the domestic political consequences of scrapping both the system and the doctrine of strategic superiority on which it was based. By contrast, the abrupt change in U.S. public and congressional opinion in 1969 forced Nixon to give up America's first ABM and the U.S. lead in offensive ballistic missiles through agreements with the Soviet Union, despite his conviction that the U.S. needed a nuclear edge over the USSR to maintain the security of the West. By placing this dynamic at the center of the story, the book provides a completely new overarching interpretation of this pivotal period in the development of U.S. nuclear policy.
Contains questions and activities based on the television show.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet.
Contains questions and activities based on the television show.
. . ." So begins the story by Peter Aaron about his best friend, Benjamin Sachs. Sachs had a marriage Aaron envied, an intelligence he admired, a world he shared.
McPhee provides a brilliant, stroke-by-stroke description while examining the backgrounds and attitudes which have molded the players' games.
Double Game and The Gotham Handbook are, together, the first major publication in English on the work of French artist Sophie Calle, yet this two-volume set is in no way...
The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite.
Kevin J. Ryan, “In Just One Year, This Startup Got Two-Thirds of U.S. High Schools to Adopt E-Sports,” Inc., accessed January 10, 2020, https://www.inc.com/kevin-j-ryan/playvs-esports-high-schools-series-cdelane-parnell.html. 3.
Cole McCurtain, a professor of Indian Studies at Santa Cruz, investigates a series of murders with a connection to ecological diasaster