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THE BASIS FOR THE INTERNATIONAL TV SENSATION BABYLON BERLIN “[Kutscher's] trick is ingenious...He's created a portrait of an era through the lens of genre fiction.”—The New York Times Volker Kutscher, author of the international bestseller Babylon Berlin, continues his Gereon Rath Mystery series with The Silent Death as a police inspector investigates the crime and corruption of a decadent 1930s Berlin in the shadows the growing Nazi movement. March 1930: The film business is in a process of change. Talking films are taking over the silver screen and many a producer, cinema owner, and silent movie star is falling by the wayside. Celebrated actress Betty Winter is hit by a spotlight whi...
1933: A homeless veteran is found dead under railway arches in Berlin, apparently killed by an army dagger. Gereon Rath is brought onto the case just as the Reichstag mysteriously burns down. Unsettled by the Nazis’ tightening grip, he and Charlotte Ritter must also contend with their political colleagues. The new Germany is frightening, but police work must go on even among book-burning and marching, rising paranoia and fear.
Tiivistelmä. - Norsk sammendrag.
Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
A guide to the fascinating legal history of the videogame industry, written for nonlawyers. Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man? Julien Mailland answers all these questions and more in The Game That Never Ends, an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the ...
Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).
Environmental policy may produce effects which go beyond the scope of the specific policy’s initial aim. Reforestation, for example, generates positive benefits not only in the shape of climate protection but also in the shape of the combat of biodiversity loss and it may also raise the attractiveness of a region for tourists. There are several examples of environmental policies, generating initially unintended co-effects. These co-effects are not always positive, of course. This book addresses the wide range of (co-)effects associated with environmental policies which may increase or decrease the attractiveness of these policies. Therefore, the book’s scope goes beyond the standard econ...
How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.
This book provides a framework for designing behavioural systems in schools that recognize empathy as its core driver. It presents a systemic discourse on introducing steps in schools to promote inclusivity and acceptance. The book analyses how empathy can be integrated into every aspect of school education. It focuses on the role of schools in nurturing compassion in young children and providing a positive psychological atmosphere for them. The author outlines the concept of empathy and its application to organizations in general and its specific application within school systems. Drawing from theoretical and empirical literature, the book examines the designs for holistic empathy-driven learning, highlighting its role in fostering social integration and developing social and emotional skills in students of diverse backgrounds. This book will be of interest to students, teachers and researchers of education, organizational psychology, organizational behaviour and child psychology. It will also be useful for educationalists, schoolteachers, school management professionals, heads of schools and parents.