Premium Essay

The Greatest Game Ever Played Film Analysis

Submitted By
Words 599
Pages 3
The Greatest Game Ever Played is a 2005 biographical sports film directed by Bill Paxton. It is based on the life of Francis Ouimet, a golf champion. The film was adapted by Mark Frost who wrote the book The Greatest Game Ever Played: Harry Vardon, Francis Oiumet and the Birth of Modern Golf. Shia LaBeouf plays Ouimet. Most of the movie was filmed in Canada although it takes place in Massachusetts in 1913. Ouimet starts out as a caddy at a country club located across from his house in Brookline. Francis frequently practices in his room once he gets his own set of golf clubs. A club member asks Ouimet to play him at the Country Club. People become interested in Ouimet because he is well-mannered and talented but also a lower class citizen. Ouimet needs money to play in an upcoming tournament and asks his father to borrow …show more content…
Ouimet agrees to get a real job and never play golf again if he didn't qualify and his father would pay the fee. Ouimet doesn't qualify so he gets what his father would consider a real job. Some time passes and he continues to work and golf is forgotten. One day the president of the United States Golf Association enters the shop Ouimet works at and invites him to play in the U.S. Open. He competes in the Open at the Country Club in Brookline, Massachusetts with 10 year old Eddie Lowery caddying for him. He defeats the British champions, Harry Vardon and Ted Ray. The two were considered the best golfers in the world at the time. Ouimet is the first amateur to ever win the U.S. Open. The movie ends dramatically in the playoff. Ouimet sinks a putt on the 18th hole which wins him the Championship by a single stroke. Historically, Ouimet actually finishes the playoff five strokes clear of Vardon and six ahead of Ray. This change in the story was clearly added by Disney for more drama and to emphasize the story of

Similar Documents

Premium Essay

Jackie Robinson

...asked why Robinson was selected and what was Branch Rickey’s motivation? While Robinson was the first Negro player to break into the ranks of professional baseball, it can be argued that he was not the first to attempt the undertaking. In actuality, Jackie possibly was not even the first player the Brooklyn Dodgers’ organization considered for the job. The Warner Brothers film, 42, The Jackie Robinson Story (2013), highlights the accomplishments of Jackie and rightfully so, as he was an amazing man. The story actually starts prior to 1947 and ends years later in 1959, three years after his retirement in 1956. Early in his career at Ohio Wesleyan University, where Branch Rickey played and coached baseball, an incident occurred with one of his young black players, Charlie Thomas, which would forever change Rickey’s life, the future of integration of major league baseball, and would have an impact on the civil rights movement. Jackie Robinson’s amazing accomplishments, not only as a ballplayer but also as a spearheading civil rights leader are a direct result of this happenstance. The film is set in 1947, and was conceived with the purpose to highlight Robinson’s...

Words: 5176 - Pages: 21

Free Essay

Latino Culture and Baseball

...formed by the causes they support, the roles they play and the words they speak. In this regard, these individuals are either "born Latino" or "achieve Latino". In contrast, athletes are often judged before they ever speak to the media. Our perception is formed based on how these individuals are portrayed or personified by the media. For this reason, it can be said that athletes have "Latino thrust upon them". Of all the major sports, Latinos have had the greatest impact on major league baseball. Today nearly 25% of the players in the major leagues were born in Latin America (Berry, 1). As such baseball provides a unique perspective on Latinos in the media. Players rarely provide insight into their personalities rather our perception is based upon what the media wants us to believe. In this regard, baseball media artifacts enable us to see how differently Latinos were personified in the media over time. In the end it will become apparent that while their growth and achievement on the field has escalated, media perceptions have remained relatively unchanged. Over the past century, there have been countless Hispanic players in the major leagues. Television has captured their advancement on the field and has created hundreds of media artifacts. For purpose of analysis herein, two media artifacts were selected. The first artifact was the ESPN 30 for 30 documentary, FernandoNation. This 30 for 30 media artifact is...

Words: 3631 - Pages: 15

Free Essay

Carnatic Music: a Dying Art Form

.................................................. 7 3.1 Goal of the survey ......................................................................................... 7 3.2 Sample (Demographics) ................................................................................ 7 3.3 Questions ...................................................................................................... 7 3.4 Survey collection details ............................................................................... 8 4. Questionnaire ..................................................................................................... 9 5. Data collection summary...................................................................................13 6. Data analysis .....................................................................................................14 7. Inference ...........................................................................................................19 7.1 Key findings...

Words: 4664 - Pages: 19

Free Essay

Ea Games Market Analysis

...Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on PCs and games played on video game consoles as well as handheld gadgets (Thompson 2007). The market...

Words: 11508 - Pages: 47

Free Essay

Ea Games Analysis

...Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on PCs and games played on video game consoles as well as handheld gadgets (Thompson 2007). The market...

Words: 11508 - Pages: 47

Premium Essay

Film Essay

...THE RULES OF THE GAME: NOUVELLE EDITION FRANCAISE/THE KOBAL COLLECTION DEEP FOCUS CANON FODDER As the sun finally sets on the century of cinema, by what criteria do we determine its masterworks? BY PAU L SC H RA D E R Top guns (and dogs): the #1 The Rules of the Game September-October 2006 FILM COMMENT 33 Sunrise PREFACE THE BOOK I DIDN’T WRITE I n march 2003 i was having dinner in london with Faber and Faber’s editor of film books, Walter Donohue, and several others when the conversation turned to the current state of film criticism and lack of knowledge of film history in general. I remarked on a former assistant who, when told to look up Montgomery Clift, returned some minutes later asking, “Where is that?” I replied that I thought it was in the Hollywood Hills, and he returned to his search engine. Yes, we agreed, there are too many films, too much history, for today’s student to master. “Someone should write a film version of Harold Bloom’s The Western Canon,” a writer from The Independent suggested, and “the person who should write it,” he said, looking at me, “is you.” I looked to Walter, who replied, “If you write it, I’ll publish it.” And the die was cast. Faber offered a contract, and I set to work. Following the Bloom model I decided it should be an elitist canon, not populist, raising the bar so high that only a handful of films would pass over. I proceeded to compile a list of essential films, attempting, as best I could, to...

Words: 11026 - Pages: 45

Premium Essay

Videogames

...Page 1 of 30 doi:10.1093/jeg/lbi001 Video games production networks: value capture, power relations and embeddedness Jennifer Johns* Abstract This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions: Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. Keywords: video games, global production networks, value, power, embeddedness JEL classifications: L14, L23, L82 Date submitted: 4 October 2004 Date accepted: 12 April 2005 1. Introduction The video games industry1 was born during the early 1960s and has rapidly, and almost continuously, grown in size and scope ever since. It is estimated that the industry was...

Words: 14381 - Pages: 58

Premium Essay

Netflix Marketing Strategies

...Netflix case study CASE STUDY HOME ENTERTAINMENT Extended Diploma in Strategic Management & Leadership Units: U7 Strategic Marketing Management U12 Strategic Planning U13 Financial Principles and Techniques April 2013 CASE STUDY HOME ENTERTAINMENT Extended Diploma in Strategic Management & Leadership Units: U7 Strategic Marketing Management U12 Strategic Planning U13 Financial Principles and Techniques April 2013 Student’s Brief Scenario You are employed as a marketing consultant in the home entertainment sector. You have been asked by Netflix, Inc. to undertake a strategic audit in relation to the organisation’s: * core competencies * competitive advantage * value proposition You have also been asked to consider how Netflix, Inc. can remain competitive in the context of developments in technology, rising competition and changing consumer behaviour. Consideration should be given to the organisation’s financial position, its strategic risks and mitigating strategies to overcome these risks. Edited Extracts from Chartered Institute of Marketing (Case study: June 2011) Contents Introduction 4 Movie and TV programme licensing and distribution 5 Netflix, Inc 6 Netflix – advertising and marketing 7 Netflix’s competitors 7 Top ten movie download services 10 Data protection issues 10 The future for the industry 11 The future for Netflix 12 References 13 Home Entertainment Introduction Total...

Words: 5948 - Pages: 24

Free Essay

Fremch Film

...Cinema of France From Wikipedia, the free encyclopedia See also: French comedy films Cinema of France | Gaumont palace in Paris, c.1914 | Number ofscreens | 5,653 (2014)[1] | Main distributors | Twentieth Century Fox(14.6%) Warner Bros. (9.8%) UGC (6.9%)[1] | Produced feature films (2014)[1][2] | Total | 258 | Animated | 9 (3.49%) | Documentary | 37 (14.34%) | Number of admissions (2014)[1][2] | Total | 208.9768 million | National films | 91.26 million (44.4%) | Gross box office (2014)[1][2] | Total | €1.33 billion | National films | €563.01 million (43.1%) | Cinema of France refers to the film industry based in France. The French cinema comprises the art of film and creative movies made within the nation of France or by French filmmakers abroad. France is the birthplace of cinema and was responsible for many of its significant contributions to the art form and the film-making process itself.[3] Several important cinematic movements, including the Nouvelle Vague, began in the country. It is noted for having a particularly strong film industry, due in part to protections afforded by the French government.[3] Apart from its strong and innovative film tradition, France has also been a gathering spot for artists from across Europe and the world. For this reason, French cinema is sometimes intertwined with the cinema of foreign nations. Directors from nations such as Poland (Roman Polanski, Krzysztof Kieślowski, and Andrzej Żuławski), Argentina(Gaspar...

Words: 10707 - Pages: 43

Premium Essay

Bharam

...Chapter 1 Case Study: Harmonix Embrace Your Inner Rock Star Little more than three years ago, you had probably never heard of Harmonix. In 2005, the video game design studio released Guitar Hero, which subsequently became the fastest video game in history to top $1 billion in North American sales. The game concept focuses around a plastic guitar-shaped controller. Players press colored buttons along the guitar neck to match a series of dots that scroll down the TV in time with music from a famous rock tune, such as the Ramones’ “I Wanna Be Sedated” and Deep Purple’s “Smoke on the Water.” Players score points based on their accuracy. In November 2007, Harmonix released Rock Band, adding drums, vocals, and bass guitar options to the game. Rock Band has sold over 3.5 million units with a $169 price tag (most video games retail at $50 to $60). In 2006, Harmonix’s founders sold the company to Viacom for $175 million, maintaining their operational autonomy while providing them greater budgets for product development and licensing music for their games. Harmonix’s success, however, did not come overnight. The company was originally founded by Alex Rigopulos and Eran Egozy in 1995, focused around some demo software they had created in grad school and a company vision of providing a way for people without much musical training or talent to experience the joy of playing and creating music. The founders believed that if people had the opportunity to create their own music, they would jump...

Words: 25518 - Pages: 103

Premium Essay

Business

...Chapter 1 Case Study: Harmonix Embrace Your Inner Rock Star Little more than three years ago, you had probably never heard of Harmonix. In 2005, the video game design studio released Guitar Hero, which subsequently became the fastest video game in history to top $1 billion in North American sales. The game concept focuses around a plastic guitar-shaped controller. Players press colored buttons along the guitar neck to match a series of dots that scroll down the TV in time with music from a famous rock tune, such as the Ramones’ “I Wanna Be Sedated” and Deep Purple’s “Smoke on the Water.” Players score points based on their accuracy. In November 2007, Harmonix released Rock Band, adding drums, vocals, and bass guitar options to the game. Rock Band has sold over 3.5 million units with a $169 price tag (most video games retail at $50 to $60). In 2006, Harmonix’s founders sold the company to Viacom for $175 million, maintaining their operational autonomy while providing them greater budgets for product development and licensing music for their games. Harmonix’s success, however, did not come overnight. The company was originally founded by Alex Rigopulos and Eran Egozy in 1995, focused around some demo software they had created in grad school and a company vision of providing a way for people without much musical training or talent to experience the joy of playing and creating music. The founders believed that if people had the opportunity to create their own music, they would jump...

Words: 25169 - Pages: 101

Premium Essay

Mnpm Settlement Plan 2

...crash changed everything. Before the crash, the feeling was that if you graduated from HBS, you could take on the world. Now people were feeling a lot more insecurity. I was having some doubt about my own capabilities—about what I could accomplish on my own. Anxious to test his abilities and distinguish himself beyond the standard curriculum, Henry had decided to enter the School’s annual business plan contest. About six weeks earlier, in late January, Henry had teamed with HBS classmate Dana Soiman and the founders of start-up company Music Games International (MGI). The MGI founders—an HBS alumnus (MBA ’87) and two professional musicians—later brought two additional students from other institutions onto the team, creating a group composed of diverse views and talents. (See Exhibit 1 for team member bios.) The team was dynamic but very conflicted, and progress on the business plan had been slow. They had a promising product: a CD-ROM music game that children enjoyed playing while learning about music. The team could not agree, however, on a fundamental aspect of the plan—the target market for the product—which made it difficult to move forward. Henry and Dana thought the business plan should focus on gaining a foothold in the education market, whereas the team’s founders wanted to go after the larger, more...

Words: 10212 - Pages: 41

Premium Essay

British Petroleum

...Michael Jackson English Michael Joseph Jackson[1][2] (August 29, 1958 – June 25, 2009) was an American singer-songwriter, dancer, businessman and philanthropist. Often referred to by the honorific nickname "King of Pop", or by his initials MJ,[3] Jackson is recognized as the most successful entertainer of all time by Guinness World Records. His contributions to music, dance, and fashion, along with his publicized personal life, made him a global figure in popular culture for over four decades. The eighth child of the Jackson family, he debuted on the professional music scene along with his brothers as a member of The Jackson 5 in 1964, and began his solo career in 1971. In the early 1980s, Jackson became the dominant figure in popular music. The music videos for his songs, including those of "Beat It," "Billie Jean," and "Thriller," were credited with breaking down racial barriers and transforming the medium into an art form and promotional tool. The popularity of these videos helped to bring the then relatively new television channel MTV to fame. With videos such as "Black or White" and "Scream" he continued to innovate the medium throughout the 1990s, as well as forging a reputation as a touring solo artist. Through stage and video performances, Jackson popularized a number of complicated dance techniques, such as the robot, and the moonwalk, to which he gave the name. His distinctive sound and style has influenced numerous hip hop, post-disco, contemporary R&B, pop,...

Words: 17422 - Pages: 70

Premium Essay

Title of the Document

...changed everything. Before the crash, the feeling was that if you graduated from HBS, you could take on the world. Now people were feeling a lot more insecurity. I was having some doubt about my own capabilities—about what I could accomplish on my own. Anxious to test his abilities and distinguish himself beyond the standard curriculum, Henry had decided to enter the School’s annual business plan contest. About six weeks earlier, in late January, Henry had teamed with HBS classmate Dana Soiman and the founders of start-up company Music Games International (MGI). The MGI founders—an HBS alumnus (MBA ’87) and two professional musicians—later brought two additional students from other institutions onto the team, creating a group composed of diverse views and talents. (See Exhibit 1 for team member bios.) The team was dynamic but very conflicted, and progress on the business plan had been slow. They had a promising product: a CD-ROM music game that children enjoyed playing while learning about music. The team could not agree, however, on a fundamental aspect of the plan—the target market for the product—which made it difficult to move forward. Henry and Dana thought the business plan should focus on gaining a foothold in the education market, whereas the team’s founders wanted to go after...

Words: 10552 - Pages: 43

Free Essay

The Effects of Computer Game-Playing to the Academic Performance of High School Students

...Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by the Committee on Oral Examination with a grade of _____. Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado Member Member Mrs. Anita V. Maullion Mr. Wally A. Micosa Member Member Mr. Erbert V. dela Resma Chairman Accepted and approved in partial fulfillment of the requirements in English X. Rev. Fr. Regulus M. Porlucas, SDB Principal Date: __________ Acknowledgment Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis Thank you. Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario...

Words: 5914 - Pages: 24