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Ministry of National Development Planning of the Republic of Indonesia (PPN) and the Central Statistics Agency (BPS) estimates that Indonesia will experience a demographic bonus in 2045. This can bring Indonesia to its heyday if the demographic bonus can be used properly. Human development and mastery of science and technology, sustainable economic development, equitable development, and strengthening national resilience and governance are the four pillars in welcoming that era. The first pillar, human development and mastery of science and technology, can be achieved by realizing quality education. Unfortunately, many factors cause the low quality of higher education in Indonesia. The skill...
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
This volume aims at analysing the main tools, frameworks and issues concerning sustainability disclosure. Particular emphasis is given to the Integrated Reporting, with the aim to identify its antecedents, use within companies, as well as its implementation issues, strengths and weaknesses.
The only tie-in book for USA’s award-winning series MR. ROBOT, Elliot’s journal—Red Wheelbarrow—is written by show creator Sam Esmail and show writer Courtney Looney. Before and during the events of season two, Elliot recorded his most private thoughts in this journal—and now you can hold this piece of the series in your hands. Experience Elliot’s battles to gain control of his life and his struggles to survive increasingly dangerous circumstances, in a brand-new story rendered in his own words. The notebook also holds seven removable artifacts—a ripped-out page, a newspaper clipping, a mysterious envelope, and more—along with sketches throughout the book. You’ll discover t...
Women, Family, and Work is a collection of original essayson a wide variety of topics related to the economics of gender andthe family. Written by leading thinkers in the field, the essaysapply traditional economic theory to unconventional topics, whilealso developing neoclassical economic thought to provide a bettermodel of economic interactions. 12 newly-commissioned essays on the economics of labor, gender,and family life. Juxtaposes various viewpoints, allowing readers to weigh thebenefits and drawbacks of each model. Applies traditional economic theory to unconventional topics,while also revisioning neoclassical economic thought.
With the current global crisis, high levels of volatility in trade, capital flows, commodity prices, aid, and the looming threat of climate change, this book brings together high-quality research and presents conceptual issues and empirical results to analyze the determinants of the vulnerability to poverty in developing countries.
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for c...
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "no...
Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
Introduced one hundred years ago, film has since become part of our lives. For the past century, however, the experience offered by fiction films has remained a mystery. Questions such as why adult viewers cry and shiver, and why they care at all about fictional characters -- while aware that they contemplate an entirely staged scene -- are still unresolved. In addition, it is unknown why spectators find some film experiences entertaining that have a clearly aversive nature outside the cinema. These and other questions make the psychological status of emotions allegedly induced by the fiction film highly problematic. Earlier attempts to answer these questions have been limited to a few genre...