Found insideARGUMENT IN COMPOSITION provides access to a wide range of resources that bear on the teaching of writing and argument. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the mediumâs ability to create complex simulated realities. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors. The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. "Over the years, there have been numerous efforts to locate the roots of the Islamic Republic's intentions and motivations in the distinctiveness of its political culture and history. Found insideIn this book, Ruggill and McAllister enumerate and analyze Tempestâs landmark qualities, exploring the gameâs aesthetics, development context, and connections to and impact on video game history and culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic ... This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. The author discusses fundamental principles and techniques governing the design and use of war games. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. This new book is a detailed study of one of the lesser known aspects of the German Wehrmacht in World War II. Covered are the variety of unit types, equipment, insignia, training, and operations. Found inside"This introductory chapter sets forth three foundations for threat assessment and management: the first foundation is the defining of basic concepts, such as threat assessment and threat management; the second foundation outlines the ... This book revisits the theoretical and psycholinguistic controversies centred around the intriguing nature of idioms and proposes a more systematic cognitive-linguistic model of their grammatical status and use. The Future of Tech is Female considers the paradoxes involved in womenâs ascent to leadership roles, suggesting industry-wide solutions to combat gender inequality. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic ... Found insideBut above all else, he is a star. Crank it up is the first book to explore the unique career of this former market trader and championship diver, who has risen to be one of the most recognisable faces in Hollywood. From the creators of the hit show Critical Role comes Vox Machina's origin story! A first entry in a new series by the best-selling author of Kill Bin Laden finds Delta Force operator Kolt Raynor seeking redemption by attempting the rescue of teammates he caused to be captured three years earlier, a mission that leads to ... In Never Eat Alone, Ferrazzi lays out the specific steps - and inner mindset - he uses to reach out to connect with the thousands of colleagues, friends, and associates on his Rolodex, people he has helped and who have helped him. And more applications and more users lead to more profits. Invisible Engines explores this story through the lens of the companies that have mastered this platform-balancing act. Or perhaps you made a reputation for yourself as the greatest Risk player ever, only to lose in the next game and the one after that! Read Total Diplomacy. This book aims to teach you how to beat them all in your own sweet way. Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the ... Found insideInternationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of ... Strong evidence indicates that media campaigns can reduce tobacco use. This volume highlights the complexities of assessing the media's influence on tobacco-related attitudes and behavior. A vast range of research is reviewed.~ Found insideWith its accessible ideas and compelling case studies, the book ably demonstrates the critical role of family in adolescent patientsâ successful transition to post-treatment life. Found insideAmong other topics, the contributors discuss the social aesthetics of the Association for the Advancement of Creative Musicians, the Feminist Improvising Group, and contemporary Malian music, as well as the virtual sociality of interactive ... Found inside â Page 1Since the first edition of this invaluable book in 2012, third-party funding has become more mainstream in international arbitration practice. In Media Franchising, Derek Johnson examines the corporate culture behind these production practices, as well as the collaborative and creative efforts involved in conceiving, sustaining, and sharing intellectual properties in media work ... Found insideIn Propaganda Art in the 21st Century, Staal offers an essential guide for understanding propaganda art in the post-truth era. Staal shows that propaganda is not a relic of a totalitarian past but occurs today even in liberal democracies. Found insideWhy do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Found inside â Page 1This book builds on modern startup management techniques like Agile and Lean to bring an analytical and quantitative framework to the most common startup failures. Navigating through those failures means finding your way to startup success. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist. Drawing on a wide range of literature and on interviews with firms, this book explores issues of economic growth with a focus on six East Asian cities: Bangkok, Beijing, Seoul, Shanghai, Singapore, and Tokyo. Found insideProvides step-by-step instructions on basic hacking techniques and reverse engineering skills along with information on Xbox security, hardware, and software. Found insideThis book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. Found insideDestructive Sublime traces a new aesthetic history of the World War II combat genre by looking back at it through the lens of contemporary video games like Call of Duty. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies. This volume grew out of research papers presented at the 9th ICORIA (International Conference on Research in Advertising) which was held at Universidad Autónoma de Madrid, Spain, on June 24-26, 2010. Found inside â Page 1One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of ... However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the ... Traveling to London, Seoul, and Reyjkavik, the topic of gaming and its effects on people around the world is discussed through a review of its impact on culture, technology, and education around the world. From the medical treatment of conjoined Vietnamese children, victims of Agent Orange, the global promotion of Japanese popular culture, a tragic maritime accident involving a US Navy submarine, to the 2011 tsunami and nuclear disaster, this ... 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