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Introducing Psychoanalysis brings together leading analysts to explain what psychoanalysis is and how it has developed, providing a fascinating overview of the wide variety of psychoanalytic ideas that are current in Britain today.
"A highly readable and superbly fun guide to the why and how of doing fieldwork in human geography... I recommend it highly to any geographer-wannabes and practicing-geographers. The latter group, including myself, might well rediscover the fun of doing geography." - Professor Henry Yeung, National University of Singapore "An excellent introduction to the art and science of fieldwork. It makes clear that fieldwork is not just about getting out of the classroom and gaining first-hand experience of places, it is about instilling passion about those places." - Professor Stuart C. Aitken, San Diego State University "An indispensible guide to fieldwork that will enrich the practice of geography i...
Exotic Animal Laboratory Diagnosis is a practical, user-friendly guide to diagnostic testing in a wide range of exotic species. Offers complete information on obtaining samples, performing tests, and interpreting laboratory results in exotic animals Presents information on each species using a similar format for easy access Emphasizes details on clinical biochemistries, urinalysis, and common laboratory diagnostic tests not found in other resources Draws together information on selecting, performing, and using diagnostic tests into a single easy-to-use resource Covers a wide range of species, including small mammals, primates, reptiles, aquatic animals, and wild, laboratory, and pet birds
For decades, psychoanalysis has provided essential concepts and methodologies for critical theory and the humanities and social sciences. But it is also, inseparably, a clinical practice and technique for treatment. In what ways is clinical practice significant for critical thought? What conceptual resources does the clinic hold for us today? Carolyn Laubender examines cases from Britain and its former colonies to show that clinical psychoanalytic practice constitutes a productive site for novel political thought, theorization, and action. She delves into the clinical work of some of the British Psychoanalytic Society’s most influential practitioners—including Anna Freud, Melanie Klein, ...
Corporations and Cultural Industries: Time Warner, Bertelsmann, and News Corporation, by Scott Warren Fitzgerald, provides an introduction to the political economy of international media corporations. This text fills a fundamental gap in the critical media studies field, expanding on the relative paucity of academic studies. To ground the discussion, Fitzgerald focuses on the growth of three specific media conglomerates: Time Warner, Bertelsmann and News Corporation. Adopting an approach rooted in critical political economy, the book explains the corporations' growth through an engagement with broader social theories: the wider conditions of capital accumulation (especially theories of corpo...
A step-by-step introduction to successful fieldwork, this guide will help you to plan, design, conduct and share your research. Packed with practical tools and real-world examples, it includes: · Field-tested checklists for each stage of your research · A glossary with key, highlighted terms · Postcards from fieldwork experts providing global case studies · Further reading that expands social theory into applied research · Advice on effective virtual research within digital and hybrid settings as well face-to face fieldwork. Clear, pragmatic, and multidisciplinary, this is the perfect book to open your eyes, ears, and minds to the world of fieldwork.
In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and ‘fun’. In the process, play with computers became computer gaming – a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and ‘streamlined’ workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.