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This is the first e-book of four volumes of Theories of NewsGames series - games like emulators news. The material was divided on issues of research, narrative, social impact and mechanics. The first volume is based on the research of the dissertation ‘Games Emulators Information’. This edition draws a timeline on the history of consoles, media titles and games from the perspective of game information. The paper also describes the theoretical basis of news based games and brings a draft proposal of a new model of Online Journalism produced, reproduced and consumed from ludo-informative platforms. Throughout this e-book we seek to demystify the world of video games demonized and support the idea that games are the best platforms for learning, information and increase our cognitive capacity.
This e-book is the second of four volumes of the series Theories of NewsGames authored by journalist Geraldo A. Seabra and Luciene A. Santos. The didactic title, the material was subdivided into four parts - research, narrative, mechanics and social impact. In 2012 it was released the 1st volume of research: 'The Odyssey 100 to NewsGames - A genealogy of the games as information', where the authors draw a timeline on the history of the games as information and news. As the first publication almost all the material used is based on the master's dissertation the journalist Geraldo Seabra and searches made by Luciene Santos, as well as original Blog of NewsGames material. In the 2nd volume of the series, the 3D News is presented as a narrative model of news production recommended for ludic-informational platforms - giving rise to the call NewNews. From the structure of the theoretical foundations of a new Online Journalism model, the advent of 'Drones NewsGames' anticipates the ‘Age of planetary games’ based on news.
How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.
The first comprehensive cultural history of Brazil to be written in English, Brazil Imagined: 1500 to the Present captures the role of the artistic imaginary in shaping Brazil's national identity. Analyzing representations of Brazil throughout the world, this ambitious survey demonstrates the ways in which life in one of the world's largest nations has been conceived and revised in visual arts, literature, film, and a variety of other media. Beginning with the first explorations of Brazil by the Portuguese, Darlene J. Sadlier incorporates extensive source material, including paintings, historiographies, letters, poetry, novels, architecture, and mass media to trace the nation's shifting sense of its own history. Topics include the oscillating themes of Edenic and cannibal encounters, Dutch representations of Brazil, regal constructs, the literary imaginary, Modernist utopias, "good neighbor" protocols, and filmmakers' revolutionary and dystopian images of Brazil. A magnificent panoramic study of race, imperialism, natural resources, and other themes in the Brazilian experience, this landmark work is a boon to the field.
This brand new comprehensive text and reference book is designed to cover all the essential elements of food science and technology, including all core aspects of major food science and technology degree programs being taught worldwide. Food Science and Technology, supported by the International Union of Food Science and Technology comprises 21 chapters, carefully written in a user-friendly style by 30 eminent industry experts, teachers and researchers from across the world. All authors are recognised experts in their respective fields, and together represent some of the world’s leading universities and international food science and technology organisations. Expertly drawn together, produ...
This comprehensive book is more than a complete reference on knee fractures and associated injuries: it is also a decision-making and surgical guide that will assist trauma, knee, sports medicine, and total joint surgeons in planning and executing specific procedures for different traumatic conditions of the knee. Each chapter addresses a particular condition and its management, explaining the traumatic mechanism and preoperative workup and then describing in detail the surgical steps, from patient positioning to the postoperative regimen. Guidance is also provided on complications and their management, and to complete the coverage, results from the relevant literature are described. The authors are world-renowned experts keen to share their knowledge and expertise regarding specific traumatic conditions of the knee. Both experienced surgeons and orthopedic residents will find this book to be an invaluable tool that will improve their practice when dealing with knee fractures.
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
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