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Role play, or simulation, techniques are used as important tools in many contexts and disciplines, including research, psychotherapy, organizational change and education. Role play is generally characterized as a method to approximate real life' experiences in certain settings, yet the results can be disappointing due to lack of knowledge and understanding of the techniques involved. Amply illustrated through helpful and practical vignettes, this wide-ranging volume provides an explanation of role play theory and practice. Readers are shown how role play differs from other experimental or therapeutic techniques, and are introduced to the key requirements of good technique. The author does not offer a recipe book of solutions, but surveys the literature to offer a solid theoretical grasp of the subject.
First published in 1987. Routledge is an imprint of Taylor & Francis, an informa company.
In 1995, Star Trek: Voyager brought a new dynamic to Star Trek's familiar, starship oriented, show. Lost 70,000 light-years in space, Voyager and its crew faced an uncertain and changeable future, echoing anxieties felt in the United States at the time. These fifteen essays explore the context, characters, and themes of Star Trek: Voyager, as they relate to the culture and zeitgeist of the 1990s. Essays on gender show how the series both challenges and reinforces typical SF stereotypes through the characters of Captain Janeway, Kes and Seven of Nine, while essays on identity examine the show's intersections with disability studies, race and multiracial identities, family dynamics, and emerging AI and humanity. Using the epic journey of Homer's Odyssey as a starting point for the series, and ending with an examination of the impacts of inception at the birth of the internet age, this book shows the many ways in which Voyager negotiated different perspectives for what the future of the galaxy and the USA could be.
This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be useful for scholars working in the fields of philosophy, anthropology, media studies, and digital game studies.
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"Primitive high gods, by Gʹeza Rʹoheim": v. 3, no. 1, pt. 2 (133 p.).