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Despite its important role in the early years of the Civil War, the Army of the Ohio remains one of the least studied of all Union commands. With All for the Regiment, Gerald Prokopowicz deftly fills this surprising gap. He offers an engaging history of the army from its formation in 1861 to its costly triumph at Shiloh and its failure at Perryville in 1862. Prokopowicz shows how the amateur soldiers who formed the Army of the Ohio organized themselves into individual regiments of remarkable strength and cohesion. Successive commanders Robert Anderson, William T. Sherman, and Don Carlos Buell all failed to integrate those regiments into an effective organization, however. The result was a de...
The rise of social networking and open-source technology, the return of community-focussed activities (e.g. gardens, knitting groups, food cooperatives) and creative collectives across the fields of design and the visual arts have reawakened the discourse around human capital, flat structures and collectives as a means for ‘making’ the things of everyday life. As the essays presented in this collection illustrate, there is an emerging field of discourse about the potential of the collective as an organising and generative community structure that links creativity, social change and politics. Furthermore it is clear that in this developing context there are a number of issues central to d...
Learn from top experts in the area of empowerment, whether it relates to finding your passion, connecting to your 'source' or unleashing your power through community, sound healing, laughter, vision exercises or setting smart and measurable goals for yourself. How would you rate your level of empowerment from 1-10? If you rate yourself as a 9-10 you feel highly empowered on a daily basis and you probably are living your life by design rather than default. If you rate yourself as a 5-6 you know you have work to do in this area of your life, yet know what it means to be empowered. What is holding you back from living a more empowered life? Read each interview in this book and be inspired to live with joy while living an empowered life! This engaging book encompasses a weekly educational and empowering teleseminar, which is part of the Self-Care Revolution. This is an exciting opportunity to be instrumental in creating powerful changes to individual and collective wellness worldwide.
This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
Supplemented by recollections from the present era, Tell Us a Story is a colorful mosaic of African American autobiography and family history set in Springfield, Illinois, and in rural southern Illinois, Missouri, and Arkansas from the 1920s through the 1950s.
Utilizes diaries, alumni recollections, and personal stories to reveal the day-to-day experiences of the woman's role in an all-male environment.
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instan...
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would rein...
Understanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America—with insights from 400+ game developers. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist ...