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While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
Research is powerful tool for decision making which plays an important role in forecasting the way forward for growth and development and produce new knowledge. There are four cornerstones of a good research, which are a well formulated proposal that is well executed, analyzed, discussed and concluded. Creativity and critical thinking are of particular importance. The research in physical education and sports sciences has enhanced the development of the subject in all forms. Researchers within physical education aim to engage in research that enhance the understanding on how professional development can be improved, challenged and even transformed. The importance of research in physical education and sports sciences are becoming more and more performance focused. The book allows to learn about the research process and how it can be applied in the area of research. The book is written as per the revised syllabus, prescribed by N.C.T.E for Master of Physical Education. The focus behind this book is to provide adequate source of information to the students and language of the book is simple and easy to understand.
This text examines Ridley Scott's 'Blade Runner' in context of adaptation, both from the original novel but also as graphic novel, computer game and series of books. It also looks at the identities of the characters, particularly with reference to influences and realities.
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
When Superintendent Mark Faraday begins to investigate the disappearance of a local lorry driver, a top secret UK/US intelligence operation designed to destroy the poppy fields of Afghanistan is unwittingly undermined. From the splendours of the House of Lords and the beauty of Venetian palazzos to the vastness of the deserts of Western Australia, Faraday pursues his investigation, haunted by the murder of one collague and mesmerised by the beauty of another.
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.
Now in its seventh edition, Studying the Novel is an authoritative introduction to the study of the novel at undergraduate level. Updated throughout to reflect the profound impact of e-reading and digital resources on the contemporary study of literature, the book also now includes a wider range of international examples to reflect the growing field of world literature. Providing a complete guide to studying the novel in one easy-to-read volume, the book covers: · The form of the novel · The history of the novel, from its earliest days to new electronic forms · Realism, modernism and postmodernism · Analysing fiction: narrative, character, structure, theme and dialogue · Critical approa...