Download or read book Virtual Ascendance written by Devin C. Griffiths and published by Rowman & Littlefield. This book was released on 2013-09-19 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.
Download or read book American Life and Video Games from Pong to Minecraft written by Kathryn Hulick and published by Cavendish Square Publishing, LLC. This book was released on 2016-07-15 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
Download or read book Streaming Culture written by David Arditi and published by Emerald Group Publishing. This book was released on 2021-04-15 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encouraging us to look beyond the seemingly limitless supply of multimedia content, David Arditi calls attention to the underlying dynamics of instant viewing - in which our access to our favourite binge-worthy show, blockbuster movie or hot new album release depends on any given service’s willingness, and ability, to license it.
Download or read book Anthropology of Ascendant China written by Mayfair Yang and published by Taylor & Francis. This book was released on 2024-05-06 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume represents the latest research in cultural anthropology on an ascendant and globalizing China, covering the many different dimensions of China’s ascendancy both within China itself and beyond. It focuses not only on the real and perceived successes of China in the past four decades, but also on the difficulties, tensions, and dangers that have emerged as a result of rapid economic development: class polarization, state expansion, psychological distress, and environmental degradation. Including contributions by some of the most well-known cultural anthropologists of China, as well as rising innovative younger scholars, this book documents and analyzes China’s multifaceted transformations in the modern era—both within Chinese society and in Chinese relations with the outside world. It features the unique perspective of anthropology, with its on-the-ground deep cultural immersion through long-term fieldwork, coupled with a macrolevel global perspective, a strong historical perspective, and theoretically engaged analyses to present a balanced account of China’s ascendancy. Anthropology of Ascendant China: Histories, Attainments, and Tribulations is suitable for students and scholars in Anthropology, Sociology, History, Political Science, and East Asian Studies, as well as those working on contemporary Chinese society and culture more broadly.
Download or read book What Is a Game written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Download or read book A Companion to Illustration written by Alan Male and published by John Wiley & Sons. This book was released on 2019-03-27 with total page 841 pages. Available in PDF, EPUB and Kindle. Book excerpt: A contemporary synthesis of the philosophical, theoretical and practical methodologies of illustration and its future development Illustration is contextualized visual communication; its purpose is to serve society by influencing the many aspects of its cultural infrastructure; it dispenses knowledge and education, it commentates and delivers journalistic opinion, it persuades, advertises and promotes, it entertains and provides for all forms of narrative fiction. A Companion to Illustration explores the definition of illustration through cognition and research and its impact on culture. It explores illustration’s boundaries and its archetypal distinction, the inflected forms of its parameters, its professional, contextual, educational and creative applications. This unique reference volume offers insights into the expanding global intellectual conversation on illustration through a compendium of readings by an international roster of scholars, academics and practitioners of illustration and visual communication. Encompassing a wide range of thematic dialogues, the Companion offers twenty-five chapters of original theses, examining the character and making of imagery, illustration education and research, and contemporary and post-contemporary context and practice. Topics including conceptual strategies for the contemporary illustrator, the epistemic potential of active imagination in science, developing creativity in a polymathic environment, and the presentation of new insights on the intellectual and practical methodologies of illustration. Evaluates innovative theoretical and contextual teaching and learning strategies Considers the influence of illustration through cognition, research and cultural hypotheses Discusses the illustrator as author, intellectual and multi-disciplinarian Explores state-of-the-art research and contemporary trends in illustration Examines the philosophical, theoretical and practical framework of the discipline A Companion to Illustration is a valuable resource for students, scholars and professionals in disciplines including illustration, graphic and visual arts, visual communications, cultural and media and advertising studies, and art history.
Download or read book The Entrepreneur s Guide to Second Life written by Daniel Terdiman and published by John Wiley & Sons. This book was released on 2007-10-29 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: "You'll discover the unique challenges and opportunities of running an in-world business. You'll delve into the most popular Second Life business and get practical pointers from some of the metaverse's best-known entrepreneurs. And you'll get the nuts-and-bolts expertise you need to succeed, from developing a unique product or service to mounting an effective marketing campaign."--Jacket.
Download or read book Celebrity Social Media Influencers and Brand Performance written by Saloomeh Tabari and published by Springer Nature. This book was released on with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Videogames and Education written by Harry J. Brown and published by Routledge. This book was released on 2014-12-18 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
Download or read book The Force of the Virtual written by Peter Gaffney and published by U of Minnesota Press. This book was released on 2010 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: All of the essays work through Deleuze's understanding of the virtual---a force of qualitative change that is ontolgically primary to the exact, measurable relations that can be found in and among the objects of science. By adopting such a methodology, this collection generates significant new insights, especially regarding the notion of scientific laws, and compels the rethinking of such ideas as reproducibility, the unity of science, and the scientific observer. --Book Jacket.
Download or read book Is Oedipus Online written by Jerry Aline Flieger and published by MIT Press. This book was released on 2005-05-06 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: Psychoanalysis as a navigation device for the cultural maze of the twenty-first century. "Can Freud be 'updated' in the twenty-first century, or is he a venerated but outmoded genius?" asks Jerry Aline Flieger. In Is Oedipus Online? Flieger stages an encounter between psychoanalysis and the new century, testing the viability of Freud's theories in light of the emergent realities of our time. Responding to prominent critics of psychoanalysis and approaching our current preoccupations from a Freudian angle, she presents a reading of Freudian theory that coincides with and even clarifies new concepts in science and culture. Fractals, emergence, topological modeling, and other nonlinearities, for example, can be understood in light of both Freud's idea of the symptom as a nodal point and Lacan's concept of networks (rather than sequential cause and effect) that link psychic realities. At the same time, Flieger suggests how emerging paradigms in science and culture may elucidate Freud's cultural theory. Like Slavoj Zizek, editor of the Short Circuits series, Flieger shifts effortlessly from field to field, discussing psychoanalysis, millennial culture, nonlinear science, and the landscape of cyberspace. In the first half of the book, "Re-siting Oedipus," she draws on the work of Lyotard, Zizek, Deleuze, Virilio, Baudrillard, Haraway and others, to refute the assumption of Freud's outdatedness in the new century. Then, in "Freud Sitings in Millennial Theory," she recasts oedipal theory, siting/sighting/citing Freud in a twenty-first-century context. Thinking of Oedipus—decipherer of enigmas, wanderer—as a navigator or search engine allows us to see psychoanalysis as a navigation device for the cultural maze of the "bimillennial" era, and Oedipus himself as a circuit of intersubjective processes by which we become human. For humanity—still needed in the "posthuman" century—is at the core of Freud's theory: "Reading Freud today," Flieger writes, "reminds us of the complications of the Sphinx's riddle, the enigma that Oedipus only thought he solved: the question of what it is to be human. Psychoanalysis continues to pose that question at the crossroads between instincts and their vicissitudes."
Download or read book Regulation of Cryptocurrencies and Blockchain Technologies written by Rosario Girasa and published by Springer Nature. This book was released on 2022-12-07 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition further explores the regulatory landscape of cryptocurrency, highlighting the rise of Bitcoin, which is based on blockchain technology, and some of the many types of coins and tokens that emerged thereafter. Although Bitcoin and other cryptocurrencies have made national and international news with their dramatic rise and decline in value, nevertheless the underlying technology is being adopted by both industry and governments, which have noted the benefits of speed, cost efficiency, and protection from hacking. Based on numerous downloaded articles, laws, cases, and other materials, the book discusses the digital transformation, the types of cryptocurrencies, key actors, and the benefits and risks. It also addresses legal issues of digital technology and the evolving U.S. federal regulation. The varying treatment by individual U.S. states is reviewed together with attempts by organizations to arrive at a uniform regulatory regime. Both civil and criminal prosecutions are highlighted with an examination of the major cases that have arisen. This second edition specifically explores the creation of stablecoins, governments issuance of their own versions of digital currencies, new regulations that have been enacted and promulgated, and a clearer examination of futuristic evolutions that potentially will have a major impact upon the current cited technologies.
Download or read book Authentic Virtual World Education written by Sue Gregory and published by Springer. This book was released on 2017-09-23 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
Download or read book Performing Science and the Virtual written by Sue-Ellen Case and published by Routledge. This book was released on 2007-01-24 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Faust and Edison, to John Cage and Lara Croft, this inspiring book reviews classical plays to contemporary issues and examines how science has been performed throughout history.
Download or read book Virtual Reality Training s Future written by Robert J. Seidel and published by Springer Science & Business Media. This book was released on 2013-06-29 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1988, the NATO panel governing human sciences (Panel 8 on Defence Applica of Human and Bio-Medical Sciences) established a Research Study Group to synthe tions size information relevant to Advanced Technologies Applied to Training Design. During its first phase, the RSG established an active exchange of information on advanced tech nologies applied to training design and stimulated much military application of these tech nologies. With the increased emphasis on training throughout the alliance, Panel 8, during its April 1991 meeting decided to continue with Phase II of this RSG focusing in the area of advanced training technologies that were emerging within the alliance. In order to ac complish its mission, the RSG held a series of workshops. Leaders in technology and training were brought together and exchanged information on the latest developments in technologies applicable to training and education. This volume represents the last in a se ries based on the NATO workshops. In Part One, it details findings from the last work shop, Virtual Reality for Training; and in Part Two, we provide a summary perspective on Virtual Reality and the other emerging technologies previously studied. These include computer-based training, expert systems, authoring systems, cost-effectiveness, and dis tance learning. It is a natural extension to proceed from learning without boundaries to virtual envi ronments. From the extended classroom to the individual or team immersion in a distrib uted, virtual, and collaborative environment is an easy conceptual step.
Download or read book Research Methods in Education written by Louis Cohen and published by Routledge. This book was released on 2013-03-07 with total page 785 pages. Available in PDF, EPUB and Kindle. Book excerpt: This rewritten, expanded and updated 7th edition of the long-running bestseller Research Methods in Education encompasses the whole range of methods currently employed by educational research at all stages. It offers plentiful and rich practical advice, underpinned by clear theoretical foundations, research evidence and up-to-date references. Chapters new to this edition cover: Causation, critical educational research, evaluation and the politics of research, including material on cross-cultural research, mixed methods and participatory research Choosing and planning a research project, including material on sampling, research questions, literature reviews and ethical issues Meta-analysis, research syntheses and systematic reviews Virtual worlds and internet research Using and analysing visual media and data in educational research Organizing and presenting qualitative data, content analysis, coding and computer analysis, themes, narratives, conversations and discourses, grounded theory Understanding and choosing statistical tests, descriptive and inferential statistics, multi-dimensional measurement and factor analysis Research Methods in Education is essential reading for both the professional researcher and students of education at undergraduate and postgraduate level, who need to understand how to plan, conduct, analyse and use research. The textbook is accompanied by a website: www.routledge.com/textbooks/cohen7e. PowerPoint slides for every chapter contain an outline of the chapter structure followed by a thorough summary of the key points, ideal for both lecturers and students. Within the book a variety of internet resources are referred to and these references have been included here, with links to the websites. A wide range of supplementary documents are available for many chapters, providing additional guidance and examples. They range from guidelines for the contents of a research proposal with a worked example, to screen-print manuals for using SPSS and QSR N6 NUD*IST (exportable to N-Vivo) plus data files.
Download or read book Research Handbook on the Law of Virtual and Augmented Reality written by Woodrow Barfield and published by Edward Elgar Publishing. This book was released on 2018-12-28 with total page 709 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.