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Social Exclusion, Power, and Video Game Play
  • Language: en
  • Pages: 284

Social Exclusion, Power, and Video Game Play

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.

Directory of Officials of the Hungarian People's Republic
  • Language: en
  • Pages: 164

Directory of Officials of the Hungarian People's Republic

  • Type: Book
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  • Published: 1984
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  • Publisher: Unknown

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Utopic Dreams and Apocalyptic Fantasies
  • Language: en
  • Pages: 288

Utopic Dreams and Apocalyptic Fantasies

Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of moder...

Bodies at War
  • Language: en
  • Pages: 310

Bodies at War

The book examines the rise of neoliberal militarism from the early 1970s to the present and its destructive impact on democratic practices, economic policies, notions of citizenship, race relations, and gender norms by focusing on how these changes affect the Chicana community and cultural production--Provided by publisher.

Front Office Fantasies
  • Language: en
  • Pages: 169

Front Office Fantasies

Front office executives have become high-profile commentators, movie and video game protagonists, and role models for a generation raised in the data-driven, financialized world of contemporary sports. Branden Buehler examines the media transformation of these once obscure management figures into esteemed experts and sporting idols. Moving from Moneyball and Football Manager to coverage of analytics gurus like Daryl Morey, Buehler shows how a fixation on managerial moves has taken hold across the entire sports media landscape. Buehler’s chapter-by-chapter look at specific media forms illustrates different facets of the managerial craze while analyzing the related effects on what fans see, hear, and play. Throughout, Buehler explores the unsettling implications of exalting the management class and its logics, in the process arguing that sports media’s managerial lionization serves as one of the clearest reflections of major material and ideological changes taking place across culture and society. Insightful and timely, Front Office Fantasies reveals how sports media moved the action from the field to the executive suite.

Machine Learning for Health Informatics
  • Language: en
  • Pages: 503

Machine Learning for Health Informatics

  • Type: Book
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  • Published: 2016-12-09
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  • Publisher: Springer

Machine learning (ML) is the fastest growing field in computer science, and Health Informatics (HI) is amongst the greatest application challenges, providing future benefits in improved medical diagnoses, disease analyses, and pharmaceutical development. However, successful ML for HI needs a concerted effort, fostering integrative research between experts ranging from diverse disciplines from data science to visualization. Tackling complex challenges needs both disciplinary excellence and cross-disciplinary networking without any boundaries. Following the HCI-KDD approach, in combining the best of two worlds, it is aimed to support human intelligence with machine intelligence. This state-of-the-art survey is an output of the international HCI-KDD expert network and features 22 carefully selected and peer-reviewed chapters on hot topics in machine learning for health informatics; they discuss open problems and future challenges in order to stimulate further research and international progress in this field.

Computer Games As Landscape Art
  • Language: en
  • Pages: 207

Computer Games As Landscape Art

This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.

Exploring Animal Crossing
  • Language: en
  • Pages: 144

Exploring Animal Crossing

  • Categories: Law
  • Type: Book
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  • Published: 2024-06-11
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  • Publisher: Anthem Press

Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.

Official Gazette of the United States Patent and Trademark Office
  • Language: en
  • Pages: 652

Official Gazette of the United States Patent and Trademark Office

  • Type: Book
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  • Published: 1987
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  • Publisher: Unknown

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Index of Patents Issued from the United States Patent and Trademark Office
  • Language: en
  • Pages: 1910

Index of Patents Issued from the United States Patent and Trademark Office

  • Type: Book
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  • Published: 1989
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  • Publisher: Unknown

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