Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Of Dice and Men
  • Language: en
  • Pages: 304

Of Dice and Men

Originally published in hardcover in 2013.

End of Days
  • Language: en
  • Pages: 395

End of Days

  • Type: Book
  • -
  • Published: 2014-01-10
  • -
  • Publisher: McFarland

The idea of the complete annihilation of all life is a powerful and culturally universal concept. As human societies around the globe have produced creation myths, so too have they created narratives concerning the apocalyptic destruction of their worlds. This book explores the idea of the apocalypse and its reception within culture and society, bringing together 17 essays that explore both the influence and innovation of apocalyptic ideas from classical Greek and Roman writings to the foreign policies of today's United States.

Neverwinter Nights
  • Language: en
  • Pages: 161

Neverwinter Nights

  • Type: Book
  • -
  • Published: Unknown
  • -
  • Publisher: PediaPress

None

Dungeons and Desktops
  • Language: en
  • Pages: 452

Dungeons and Desktops

  • Type: Book
  • -
  • Published: 2008-02-22
  • -
  • Publisher: CRC Press

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for

The Creation of Narrative in Tabletop Role-Playing Games
  • Language: en
  • Pages: 217

The Creation of Narrative in Tabletop Role-Playing Games

  • Type: Book
  • -
  • Published: 2014-01-10
  • -
  • Publisher: McFarland

Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.

Research Handbook on the Law of Virtual and Augmented Reality
  • Language: en
  • Pages: 709

Research Handbook on the Law of Virtual and Augmented Reality

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.

Ninjak #3
  • Language: en
  • Pages: 23

Ninjak #3

Ninjak invades the offices of Acclaim Entertainment, as he begins his search for the truth about his powers and finds even more questions!

The Reception of Ancient Greece and Rome in Children’s Literature
  • Language: en
  • Pages: 358

The Reception of Ancient Greece and Rome in Children’s Literature

  • Type: Book
  • -
  • Published: 2015-09-07
  • -
  • Publisher: BRILL

Greece and Rome have long featured in books for children and teens, whether through the genres of historical fiction, fantasy, mystery stories or mythological compendiums. These depictions and adaptations of the Ancient World have varied at different times, however, in accordance with changes in societies and cultures. This book investigates the varying receptions and ideological manipulations of the classical world in children’s literature. Its subtitle, Heroes and Eagles, reflects the two most common ways in which this reception appears, namely in the forms of the portrayal of the Greek heroic world of classical mythology on the one hand, and of the Roman imperial presence on the other. Both of these are ideologically loaded approaches intended to educate the young reader.

Welttheater
  • Language: en
  • Pages: 300

Welttheater

  • Categories: Art
  • Type: Book
  • -
  • Published: 1998
  • -
  • Publisher: MHRA

Hugo von Hofmannsthal had a lifelong fascination with the theatrum mundi topos. Judith Beniston analyses his changing responses to it against an unfamiliar backdrop - the revival of Catholic drama which, from the 1890s onwards, accompanied the rise of Austria's Christian Social party. The solipsism of `Jung Wien' and the conservative modernism of the Salzburg Festival are juxtaposed with the career of Richard von Kralik (1852-1934), the key figure in Austria's Catholic literary culture from 1890 to 1934. This study offers close readings of Das kleine Welttheater and Das Salzburger grosse Welttheater, and explores the ramifications of the fascination with the notion of Welttheater which Hofmannsthal and Kralik shared. In juxtaposing elite and popular culture, Beniston sheds new light on a neglected aspect of Austrian cultural history, on the selectivity of Hofmannsthal's approach towards Austria's Baroque tradition, and on the difficulties he faced in his attempt to assimilate his own work into it.

Mass Market Medieval
  • Language: en
  • Pages: 217

Mass Market Medieval

  • Type: Book
  • -
  • Published: 2007-04-11
  • -
  • Publisher: McFarland

Beginning in 1976 with the first issue of the journal Studies in Medievalism, all things medieval and the concept of medievalism became a hot topic in culture studies. Medievalism examines how different groups, individuals, or eras use and shape the image of the Middle Ages, differentiating between historical knowledge of the Middle Ages and what we have made the period out to be. The 13 essays in this book explore the medieval invasion of today's media and consider the various ways--from film and print to websites and video games--that the Middle Ages have been packaged for consumption. Essays encompass diverse theoretical perspectives and are grouped loosely around distinct functions of medievalism, including the exposure of recent social concerns; the use of medieval images in modern political contexts; and the medieval's influence on products of today's popular culture. The legitimization of the study of medievalism and the effect of medievalism on the more traditional subject of medieval studies are also discussed. Instructors considering this book for use in a course may request an examination copy here.