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Book Poetic Videogames  A Haiku Perspective

Download or read book Poetic Videogames A Haiku Perspective written by Thomas J. Papa and published by Lulu.com. This book was released on 2013-11 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book was originally submitted to the IT University of Copenhagen as a master's thesis in 2013 under the title of ""Games and Poetry: Player associations with poetic game experiences."" It explores the concept of the poetic videogame, a game that has an imaginative or sensitively emotional style of expression or effect on the player that, as a whole, is different from the kinds of experiences that shape the current videogame landscape. It offers a framework for the creation of poetic videogames by looking at one specific type of poetry; haiku. This is accomplished by applying the forms and conventions of haiku, such as its three elements; when, where, what, or the five-seven-five pattern, to videogames.

Book Game Poems

    Book Details:
  • Author : Jordan Magnuson
  • Publisher : Amherst College Press
  • Release : 2023-05-12
  • ISBN : 1943208522
  • Pages : 220 pages

Download or read book Game Poems written by Jordan Magnuson and published by Amherst College Press. This book was released on 2023-05-12 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scholars, critics, and creators describe certain videogames as being "poetic," yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition--that is, when read as "game poems." Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. "Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems." -- Jesse Schell, author of The Art of Game Design "Magnuson shines a sensitive and incisive light on small, often moving, videogames." -- D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT "[Game Poems] tells a new story about games-- that games can be lyrical, beautiful, emotionally challenging--to inspire creators and critics alike." --Noah Wardrip-Fruin, author of How Pac-Man Eats "Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics."--Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives "For far too long videogames have flourished - and commanded both capital and attention - in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar's ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the 'lens of poetry' in order to discover - and help create - a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic."--John Cayley, Brown University "In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too."--Frank Lantz, Director, NYU Game Center "Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it."--Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology "A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a 'lyric reading' to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of 'game poems.'"--Susana Ruiz, University of California, Santa Cruz "This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology--to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between."--Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU "A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book."--Chris Bateman, author of Imaginary Games and 21st Century Game Design "I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames - throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide."--Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of "With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as 'entertainment products'. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames."--Soraya Murray, author of On Video Games "Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames."--Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light "Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively."--Gregory Avery-Weir, creator of The Majesty of Colors and Looming "Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games."--Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path "So much has been written about what games are, and yet there's always a new way of thinking about them. In Jordan Magnuson's Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson's book is a fascinating exploration of games as poetry, and the poetry of play."--Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software "In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!"--Adam Le Doux, creator of Bitsy "As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games."--Antonio César Moreno Cantano, University Complutense of Madrid "Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to "go make some game poems!" After reading the book, I was keen to do exactly that. I urge you to do the same!"--Alex Mitchell, National University of Singapore "To many, poetry is a dying - or dead - art form. Few people sit down at night to open their favorite poet's chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson's book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style - and brevity - of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful."--Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University

Book A Slow Year

    Book Details:
  • Author : Ian Bogost
  • Publisher :
  • Release : 2010
  • ISBN : 9781933900162
  • Pages : 139 pages

Download or read book A Slow Year written by Ian Bogost and published by . This book was released on 2010 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of four one kilobyte games for the Atari Video Computer System, one for each seasosn, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical iput. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku--poetry generated by computer--9 bits worth for each season."--Unedited summary from back cover.

Book Eurasian Business and Economics Perspectives

Download or read book Eurasian Business and Economics Perspectives written by Ender Demir and published by Springer Nature. This book was released on 2023-07-25 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: EBES conferences have been an intellectual hub for academic discussion in economics, finance, and business fields and provide network opportunities for participants to make long-lasting academic cooperation. This is the 26th volume of the Eurasian Studies in Business and Economics (EBES’s official proceeding series), which includes selected papers from the 39th EBES Conference which took place in 2022 in Rome. The conference was organized with the support of the Istanbul Economic Research Association in hybrid mode with both online and in-person presentations at the Faculty of Economics, Sapienza University of Rome in Rome, Italy. At the conference, 205 papers by 436 colleagues from 49 countries were presented. Both theoretical and empirical papers in this volume cover diverse areas of business, economics, and finance from many different regions.

Book Interactive Storytelling

Download or read book Interactive Storytelling written by Henrik Schoenau-Fog and published by Springer. This book was released on 2015-11-28 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th InternationalConference on Interactive Digital Storytelling, ICIDS 2015, held in Copenhagen, Denmark, in November/December 2015. The 18 revised full papers and 13 short papers presented together with 9posters, 9 workshop descriptions, and 3 demonstration papers were carefully reviewed and selected from 80 submissions. The papers are organized in topical sections ontheoretical and design foundations, technical advances, analyses and evaluation systems, and current and future usage scenarios and applications.

Book A Haiku Perspective 2017

    Book Details:
  • Author : Annette Rochelle Aben
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2017-03-30
  • ISBN : 9781519212627
  • Pages : 74 pages

Download or read book A Haiku Perspective 2017 written by Annette Rochelle Aben and published by Createspace Independent Publishing Platform. This book was released on 2017-03-30 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt: Life is poetic. We see the world through the eyes of our emotions which is where poetry originates. Haiku is a form of poetry that has us put those emotions into seventeen syllables. Each of the haiku in this book is the poetic vision of life as experienced by the author.

Book Poetry Unbound

    Book Details:
  • Author : Mike Chasar
  • Publisher : Columbia University Press
  • Release : 2020-04-28
  • ISBN : 0231548087
  • Pages : 197 pages

Download or read book Poetry Unbound written by Mike Chasar and published by Columbia University Press. This book was released on 2020-04-28 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: It’s become commonplace in contemporary culture for critics to proclaim the death of poetry. Poetry, they say, is no longer relevant to the modern world, mortally wounded by the emergence of new media technologies. In Poetry Unbound, Mike Chasar rebuts claims that poetry has become a marginal art form, exploring how it has played a vibrant and culturally significant role by adapting to and shaping new media technologies in complex, unexpected, and powerful ways. Beginning with the magic lantern and continuing through the dominance of the internet, Chasar follows poetry’s travels off the page into new media formats, including silent film, sound film, and television. Mass and nonprint media have not stolen poetry’s audience, he contends, but have instead given people even more ways to experience poetry. Examining the use of canonical as well as religious and popular verse forms in a variety of genres, Chasar also traces how poetry has helped negotiate and legitimize the cultural status of emergent media. Ranging from Citizen Kane to Leave It to Beaver to best-selling Instapoet Rupi Kaur, this book reveals poetry’s ability to find new audiences and meanings in media forms with which it has often been thought to be incompatible. Illuminating poetry’s surprising multimedia history, Poetry Unbound offers a new paradigm for understanding poetry’s still evolving place in American culture.

Book Poet s Market 34th Edition

Download or read book Poet s Market 34th Edition written by Robert Lee Brewer and published by Penguin. This book was released on 2021-12-07 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Most Trusted Guide to Publishing Poetry, fully revised and updated Want to get your poetry published? There's no better tool for making it happen than Poet's Market, which includes hundreds of publishing opportunities specifically for poets, including listings for book and chapbook publishers, print and online poetry publications, contests, and more. These listings include contact information, submission preferences, insider tips on what specific editors want, and--when offered--payment information. In addition to the completely updated listings, the 34th edition of Poet's Market offers: • Hundreds of updated listings for poetry-related book publishers, publications, contests, and more • Insider tips on what specific editors want and how to submit poetry • Articles devoted to the craft and business of poetry, including how to track poetry submissions, perform poetry, and find more readers • 77 poetic forms, including guidelines for writing them • 101 poetry prompts to inspire new poetry

Book Figures of the World

Download or read book Figures of the World written by Christopher Laing Hill and published by Northwestern University Press. This book was released on 2020-07-15 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Figures of the World: The Naturalist Novel and Transnational Form overturns Eurocentric genealogies and globalizing generalizations about “world literature” by examining the complex, contradictory history of naturalist fiction. Christopher Laing Hill follows naturalism’s emergence in France and circulation around the world from North and South America to East Asia. His analysis shows that transnational literary studies must operate on multiple scales, combine distant reading with close analysis, and investigate how literary forms develop on the move. The book begins by tracing the history of naturalist fiction from the 1860s into the twentieth century and the reasons it spread around the world. Hill explores the development of three naturalist figures—the degenerate body, the self-liberated woman, and the social milieu—through close readings of fiction from France, Japan, and the United States. Rather than genealogies of European influence or the domination of cultural “peripheries” by the center, novels by Émile Zola, Tayama Katai, Frank Norris, and other writers reveal conspicuous departures from metropolitan models as writers revised naturalist methods to address new social conditions. Hill offers a new approach to studying culture on a large scale for readers interested in literature, the arts, and the history of ideas.

Book The SAGE Handbook of Intellectual Property

Download or read book The SAGE Handbook of Intellectual Property written by Matthew David and published by SAGE. This book was released on 2014-11-18 with total page 840 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook brings together scholars from around the world in addressing the global significance of, controversies over and alternatives to intellectual property (IP) today. It brings together over fifty of the leading authors in this field across the spectrum of academic disciplines, from law, economics, geography, sociology, politics and anthropology. This volume addresses the full spectrum of IP issues including copyright, patent, trademarks and trade secrets, as well as parallel rights and novel applications. In addition to addressing the role of IP in an increasingly information based and globalized economy and culture, it also challenges the utility and viability of IP today and addresses a range of alternative futures.

Book Interactive Digital Narrative

Download or read book Interactive Digital Narrative written by Hartmut Koenitz and published by Routledge. This book was released on 2015-04-10 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.

Book Child Development  Third Edition

Download or read book Child Development Third Edition written by Douglas Davies and published by Guilford Press. This book was released on 2010-07-23 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: This widely used practitioner resource and course text provides an engaging overview of developmental theory and research, with a focus on what practitioners need to know. The author explains how children's trajectories are shaped by transactions among early relationships, brain development, and the social environment. Developmental processes of infancy, toddlerhood, the preschool years, and middle childhood are described. The book shows how children in each age range typically behave, think, and relate to others, and what happens when development goes awry. It demonstrates effective ways to apply developmental knowledge to clinical assessment and intervention. Vivid case examples, observation exercises, and quick-reference tables facilitate learning.

Book Cognitive and Brain Plasticity Induced by Physical Exercise  Cognitive Training  Video Games and Combined Interventions

Download or read book Cognitive and Brain Plasticity Induced by Physical Exercise Cognitive Training Video Games and Combined Interventions written by Soledad Ballesteros and published by Frontiers Media SA. This book was released on 2018-07-05 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).

Book Bridging the Gap Between AI  Cognitive Science  and Narratology With Narrative Generation

Download or read book Bridging the Gap Between AI Cognitive Science and Narratology With Narrative Generation written by Ogata, Takashi and published by IGI Global. This book was released on 2020-09-25 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: The use of cognitive science in creating stories, languages, visuals, and characters is known as narrative generation, and it has become a trending area of study. Applying artificial intelligence (AI) techniques to story development has caught the attention of professionals and researchers; however, few studies have inherited techniques used in previous literary methods and related research in social sciences. Implementing previous narratology theories to current narrative generation systems is a research area that remains unexplored. Bridging the Gap Between AI, Cognitive Science, and Narratology With Narrative Generation is a collection of innovative research on the analysis of current practices in narrative generation systems by combining previous theories in narratology and literature with current methods of AI. The book bridges the gap between AI, cognitive science, and narratology with narrative generation in a broad sense, including other content generation, such as a novels, poems, movies, computer games, and advertisements. The book emphasizes that an important method for bridging the gap is based on designing and implementing computer programs using knowledge and methods of narratology and literary theories. In order to present an organic, systematic, and integrated combination of both the fields to develop a new research area, namely post-narratology, this book has an important place in the creation of a new research area and has an impact on both narrative generation studies, including AI and cognitive science, and narrative studies, including narratology and literary theories. It is ideally designed for academicians, researchers, and students, as well as enterprise practitioners, engineers, and creators of diverse content generation fields such as advertising production, computer game creation, comic and manga writing, and movie production.

Book Broetry

    Book Details:
  • Author : Brian McGackin
  • Publisher : Quirk Books
  • Release : 2011-07-05
  • ISBN : 1594745293
  • Pages : 134 pages

Download or read book Broetry written by Brian McGackin and published by Quirk Books. This book was released on 2011-07-05 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: As contemporary poets sing the glories of birds and birch trees, regular guys are left scratching their heads. Who can speak for Everyman? Who will articulate his love for Xbox 360, for Mama Celeste’s frozen pizza, for the cinematic oeuvre of Bruce Willis? Enter Broetry—a stunning debut from a dazzling new literary voice. “Broet Laureate” Brian McGackin goes where no poet has gone before—to Star Wars conventions, to frat parties, to video game tournaments, and beyond. With poems like “Ode to That Girl I Dated for, Like, Two Months Sophomore Year” and “My Friends Who Don’t Have Student Loans,” we follow the Bro from his high school graduation and college experience through a “quarter-life crisis” and beyond.

Book Writing STEAM

Download or read book Writing STEAM written by Vivian Kao and published by Routledge. This book was released on 2022-03-03 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection positions writing at the center of interdisciplinary higher education, and explores how writing instruction, writing scholarship, and writing program administration bring STEM and the humanities together in meaningful, creative, and beneficial ways. Writing professionals are at the forefront of a cross-pollination between STEM (Science, Technology, Engineering, and Mathematics) and the arts and humanities. In their work as educators, scholars, and administrators, they collaborate with colleagues in engineering, scientific, technical, and health disciplines, offer new degree programs that allow students to bring the humanities to bear on design experiments, and build an academic culture that promotes a vision of the humanities in the twenty-first century, as well as a vision of technology that is decidedly human. This collection surveys and promotes that work through chapters focused on writing instruction, writing scholarship, and writing program administration, covering topics that include data-driven writing courses, public science communication, non-traditional college students, creative writing, gamification, skills transfer, and Writing Across the Curriculum programs. Writing STEAM will be essential reading for scholars, instructors, and administrators in writing studies, rhetoric and composition, STEM, and a variety of interdisciplinary programs; it will aid in teacher training for both humanities and STEM courses focused on writing and communication.

Book How to Think

    Book Details:
  • Author : Tom Chatfield
  • Publisher : SAGE
  • Release : 2021-06-02
  • ISBN : 1529758807
  • Pages : 84 pages

Download or read book How to Think written by Tom Chatfield and published by SAGE. This book was released on 2021-06-02 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a book about thinking. Engaging and down-to-earth, it captures the habits and practices that are fundamental to clear thinking and effective study. In his warm and friendly style, Tom Chatfield shows you how to: Identify and examine your biases Engage in lively, curious skepticism See the value in emotion and use rhetoric persuasively Know when to say ′I don′t know′ Construct reasoned arguments and explanations Think critically about how you engage with technology. Short and punchy, the book views critical thinking as a skill to be continually practiced and developed. It equips you with a toolkit for clearer thinking, describing ten key concepts that help you to apply what you have learned. Including regular reflective exercises, key concepts, further readings, each chapter also offers recommendations for how to put the ideas it discusses into practice. This book is for undergraduate students and anyone looking to understand the core ideas behind critical thinking. Celebrating both self-reflection and collaboration, this book empowers you to pause, think twice and, above all, think well.