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Photographs and text chronicle the history of the Alpine Cowboys, the semipro baseball team from Texas's Big Bend region, describing owner Herbert L. Kokernot Jr., the team's players, stadium, and fans, and related topics.
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the wa...
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
This volume brings together selected papers from an interdisciplinary conference focused on effective and appropriate communication of science in the often-heated controversies characteristic of contemporary democracies. The forty essays represent cutting-edge work from rhetorical and communication theorists studying the practices and norms of public discourse and science communication, philosophers interested in the informal logic of everyday reasoning and in the theory of deliberative democracy, and science studies scholars examining the intersections between the social worlds of scientists and citizens. Topics include the theory and practice of public participation exercises involving experts and lay publics, communication techniques for conveying uncertainty, complexity and scale, pseudocontroversy and "manufactured doubt" about science, and the maintenance of trust between scientists and citizens.
Hardly a season passes in which one or more South Bay football stars don't shine in major college or NFL play. Vince Ferragamo led the Rams to a Super Bowl, but in Wilmington, he's the pride of Banning High School. Before he was television's "Hunter" or an NFL All-Pro, Fred Dryer was an El Camino College and Lawndale High star. Wesley Walker snagged deep passes for the New York Jets but honed his skills under legendary coach Gene Vollnogle for the Carson High Colts, historically the top prep team in the South Bay. From the inspirational coaches like Mira Costa's Don Morrow and San Pedro's Mike Walsh to the greatest players raised here, author Don Lechman presents the full story of South Bay gridiron glory.
"Based on years of archival work and fieldwork, Climate Politics on the Border distinctly demonstrates why ecological and anticolonial approaches to rhetoric are essential for grappling with climate politics. The book argues persuasively for treating climate and environmental justice through ecology and decoloniality, and it provides rich theoretical language, methodological innovations, and practical insight for engaging these intersections through local climate politics"--
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War p...
Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.