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Download or read book Video Game Briefing April 2011 written by and published by Avista Partners. This book was released on with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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Download or read book Video Game Briefing April 2011 written by and published by Avista Partners. This book was released on with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Video Game Briefing Jan 2011 written by and published by Avista Partners. This book was released on with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author: Cari Lee Skogberg Eastman
Publisher: Bloomsbury Publishing USA
Published: 2022-02-15
Total Pages: 450
ISBN-13:
DOWNLOAD EBOOKThis annotated document collection surveys the history and evolution of laws and attitudes regarding free speech and censorship in the United States, with a special emphasis on contemporary events and controversies related to the First Amendment. The United States' collective understanding of First Amendment freedoms was formed by more than 200 years of tensions between the power of word and the power of the government. During that time, major laws and legal decisions defined the circumstances and degree to which personal expression could be rightfully expressed—and rightfully limited. This struggle to define the parameters of free speech continues today. Vibrant and passionate debates about First Amendment limitations once inspired by the dissemination of birth control information now address such issues as kneeling during the national anthem, removing controversial books from public libraries, attempts by the Trump administration to discredit the press, and disseminating false or hateful information through social media platforms. By exploring diverse examples of censorship victories and triumphs of free expression, readers will better understand the enormous impact of First Amendment freedoms on American society.
Download or read book Free Speech and Censorship written by Cari Lee Skogberg Eastman and published by Bloomsbury Publishing USA. This book was released on 2022-02-15 with total page 450 pages. Available in PDF, EPUB and Kindle. Book excerpt: This annotated document collection surveys the history and evolution of laws and attitudes regarding free speech and censorship in the United States, with a special emphasis on contemporary events and controversies related to the First Amendment. The United States' collective understanding of First Amendment freedoms was formed by more than 200 years of tensions between the power of word and the power of the government. During that time, major laws and legal decisions defined the circumstances and degree to which personal expression could be rightfully expressed—and rightfully limited. This struggle to define the parameters of free speech continues today. Vibrant and passionate debates about First Amendment limitations once inspired by the dissemination of birth control information now address such issues as kneeling during the national anthem, removing controversial books from public libraries, attempts by the Trump administration to discredit the press, and disseminating false or hateful information through social media platforms. By exploring diverse examples of censorship victories and triumphs of free expression, readers will better understand the enormous impact of First Amendment freedoms on American society.
Author: Stephen Graham
Publisher: Verso Books
Published: 2016-11-08
Total Pages: 416
ISBN-13: 1781689962
DOWNLOAD EBOOKA revolutionary reimagining of the cities we live in, the air above us, and what goes on in the earth beneath our feet Today we live in a world that can no longer be read as a two-dimensional map, but must now be understood as a series of vertical strata that reach from the satellites that encircle our planet to the tunnels deep within the ground. In Vertical, Stephen Graham rewrites the city at every level: how the geography of inequality, politics, and identity is determined in terms of above and below. Starting at the edge of earth’s atmosphere and, in a series of riveting studies, descending through each layer, Graham explores the world of drones, the city from the viewpoint of an aerial bomber, the design of sidewalks and the hidden depths of underground bunkers. He asks: why was Dubai built to be seen from Google Earth? How do the super-rich in São Paulo live in their penthouses far above the street? Why do London billionaires build vast subterranean basements? And how do the technology of elevators and subversive urban explorers shape life on the surface and subsurface of the earth? Vertical will make you look at the world around you anew: this is a revolution in understanding your place in the world.
Download or read book Vertical written by Stephen Graham and published by Verso Books. This book was released on 2016-11-08 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revolutionary reimagining of the cities we live in, the air above us, and what goes on in the earth beneath our feet Today we live in a world that can no longer be read as a two-dimensional map, but must now be understood as a series of vertical strata that reach from the satellites that encircle our planet to the tunnels deep within the ground. In Vertical, Stephen Graham rewrites the city at every level: how the geography of inequality, politics, and identity is determined in terms of above and below. Starting at the edge of earth’s atmosphere and, in a series of riveting studies, descending through each layer, Graham explores the world of drones, the city from the viewpoint of an aerial bomber, the design of sidewalks and the hidden depths of underground bunkers. He asks: why was Dubai built to be seen from Google Earth? How do the super-rich in São Paulo live in their penthouses far above the street? Why do London billionaires build vast subterranean basements? And how do the technology of elevators and subversive urban explorers shape life on the surface and subsurface of the earth? Vertical will make you look at the world around you anew: this is a revolution in understanding your place in the world.
Author: Baek, Youngkyun
Publisher: IGI Global
Published: 2013-01-31
Total Pages: 626
ISBN-13: 1466628499
DOWNLOAD EBOOKIn K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Download or read book Cases on Digital Game-Based Learning: Methods, Models, and Strategies written by Baek, Youngkyun and published by IGI Global. This book was released on 2013-01-31 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Author: William J. Chambliss
Publisher: SAGE Publications
Published: 2016-12-02
Total Pages: 1636
ISBN-13: 1506347401
DOWNLOAD EBOOKDiscover Sociology explores sociology as a discipline of curious minds, with the theoretical, conceptual, and empirical tools needed to understand, analyze, and even change the world. Organized around the four main themes of The Sociological Imagination, Power and Inequality, Technological Transformations of Society, and Globalization, every chapter in the book illuminates the social roots of diverse phenomena and institutions
Download or read book Discover Sociology written by William J. Chambliss and published by SAGE Publications. This book was released on 2016-12-02 with total page 1636 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover Sociology explores sociology as a discipline of curious minds, with the theoretical, conceptual, and empirical tools needed to understand, analyze, and even change the world. Organized around the four main themes of The Sociological Imagination, Power and Inequality, Technological Transformations of Society, and Globalization, every chapter in the book illuminates the social roots of diverse phenomena and institutions
Author: Arnab, Sylvester
Publisher: IGI Global
Published: 2012-07-31
Total Pages: 370
ISBN-13: 146661904X
DOWNLOAD EBOOKWith advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Download or read book Serious Games for Healthcare: Applications and Implications written by Arnab, Sylvester and published by IGI Global. This book was released on 2012-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
Author: Robert Mejia
Publisher: Rowman & Littlefield
Published: 2017-08-17
Total Pages: 267
ISBN-13: 1442278153
DOWNLOAD EBOOKVideo games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Download or read book 100 Greatest Video Game Franchises written by Robert Mejia and published by Rowman & Littlefield. This book was released on 2017-08-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Author: Christopher A. Paul
Publisher: U of Minnesota Press
Published: 2018-02-20
Total Pages: 308
ISBN-13: 1452956200
DOWNLOAD EBOOKAn avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
Download or read book The Toxic Meritocracy of Video Games written by Christopher A. Paul and published by U of Minnesota Press. This book was released on 2018-02-20 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.
Author: Shelley D. Lane
Publisher: Routledge
Published: 2016-04-28
Total Pages: 385
ISBN-13: 1315450399
DOWNLOAD EBOOKFirst Published in 2016. Routledge is an imprint of Taylor & Francis, an Informa company.
Download or read book Communication in a Civil Society written by Shelley D. Lane and published by Routledge. This book was released on 2016-04-28 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2016. Routledge is an imprint of Taylor & Francis, an Informa company.