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Book Erica Cass Oral History  interview Code  33315

Download or read book Erica Cass Oral History interview Code 33315 written by and published by . This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: Audiovisual testimony of a Holocaust survivor. Includes pre-war, wartime, and post-war experiences

Book Erica Hacker Oral History  interview Code  25045

Download or read book Erica Hacker Oral History interview Code 25045 written by and published by . This book was released on 1996 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: Audiovisual testimony of a Holocaust survivor. Includes pre-war, wartime, and post-war experiences

Book Erica Rauscher oral history  interview code  37133

Download or read book Erica Rauscher oral history interview code 37133 written by and published by . This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Erica Spitzer Oral History  interview Code  33786

Download or read book Erica Spitzer Oral History interview Code 33786 written by and published by . This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: Audiovisual testimony of a Holocaust survivor. Includes pre-war, wartime, and post-war experiences

Book Erica Reid Oral History  interview Code  40703

Download or read book Erica Reid Oral History interview Code 40703 written by and published by . This book was released on 1998 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: Audiovisual testimony of a Holocaust survivor. Includes pre-war, wartime, and post-war experiences

Book Rethinking Gamification

Download or read book Rethinking Gamification written by Mathias Fuchs and published by Meson Press Eg. This book was released on 2014 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. 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. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!

Book Cass Lewart Oral History  interview Code  4100

Download or read book Cass Lewart Oral History interview Code 4100 written by and published by . This book was released on 1995 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zusammenfassung: Audiovisual testimony of a Holocaust survivor. Includes pre-war, wartime, and post-war experiences

Book Catalog of Copyright Entries  Part 1   B  Group 2  Pamphlets  Etc  New Series

Download or read book Catalog of Copyright Entries Part 1 B Group 2 Pamphlets Etc New Series written by Library of Congress. Copyright Office and published by . This book was released on 1982 with total page 1114 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Annenbergs

Download or read book The Annenbergs written by John E. Cooney and published by Simon & Schuster. This book was released on 1982 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is the colorful and dramatic biography of two of America's most controversial entrepreneurs: Moses Louis Annenberg, 'the racing wire king, ' who built his fortune in racketeering, invested it in publishing, and lost much of it in the biggest tax evasion case in United States history; and his son, Walter, launcher of TV Guide and Seventeen magazines and former ambassador to Great Britain."--Jacket.

Book Playful Identities

Download or read book Playful Identities written by Michiel de Lange and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.

Book Moon Face and Other Stories

Download or read book Moon Face and Other Stories written by Jack London and published by Lindhardt og Ringhof. This book was released on 2021-07-07 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: We’ve all taken a dislike to someone for no real reason. But few of us nurture this hatred like the narrator of "Moon-Face". The target of his irrational malice is a man named John Claverhouse. With cold precision, the narrator sets to planning the man’s downfall. Why he has this urge, he can’t explain. But he knows he’ll feel immense satisfaction when John Claverhouse is made to suffer. In this macabre little tale, Jack London pinpoints a very common but unpleasant human trait. And then takes it to a horrifying extreme. This short story collection also includes "All Gold Canyon", which was adapted as part of the Netflix anthology movie "The Ballad of Buster Scruggs". Jack London (1876–1916) was one of the first American writers to achieve worldwide celebrity. He did so with rugged adventure stories set in forbidding landscapes. And heroes who survive by embracing their most primal instincts. His breakthrough best seller was "The Call of the Wild". Inspired by his time in the Klondike Gold Rush, this hard-hitting novel is told from the perspective of a sled dog named Buck. It’s inspired many adaptations, including a big-budget movie starring Harrison Ford. Among London’s other notable works are "White Fang", also featuring a canine protagonist, as well as "The Sea-Wolf", "Martin Eden" and "The Iron Heel".

Book Understanding the City Through Its Margins

Download or read book Understanding the City Through Its Margins written by André Chappatte and published by Routledge. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cover -- Title -- Copyright -- Contents -- List of Illustrations -- Notes on Contributors -- Acknowledgements -- 1 The city and its regulations: Unexpected margins -- Part I Space and state regulation: The urban interstices -- 2 Markets and marginality in Beirut -- 3 The tremendous making and unmaking of the peripheries in current Istanbul -- 4 Resilient forms of urbanity on the margins? Al-Kherba: A vivid market in a damaged section of the medina of Tunis -- 5 Whose margins? Marginality, poverty and the moral geography of pre-Soviet Bukhara -- 6 On the margins of the city: Izmir Prison in the late Ottoman Empire -- Part II Diversity and moral policing: Making claims through marginalisation -- 7 'Texas': An off-centre district at the heart of nightlife in Odienné -- 8 The Manyema in colonial Dar es Salaam (Tanzania) between urban margins and regional connections -- 9 On the margins: Suburban space and religious deviancy in Jakarta and Kuala Lumpur -- 10 Ethnic differentiation and conflict dynamics: Uzbeks' marginalisation and non-marginalisation in southern Kyrgyzstan -- Index

Book How to Do Things with Videogames

Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Book The Video Game Industry

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012-08-21 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Book Gamification by Design

    Book Details:
  • Author : Gabe Zichermann
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2011-08
  • ISBN : 1449397670
  • Pages : 211 pages

Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app

Book Persuasive Games

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Book 2020 Beaches

    Book Details:
  • Author :
  • Publisher :
  • Release : 2019-03
  • ISBN : 9781684600267
  • Pages : pages

Download or read book 2020 Beaches written by and published by . This book was released on 2019-03 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: