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This vital, sensitive guide explains the serious issues children face online and how they are impacted by them on a developmental, neurological, social, mental health and wellbeing level. Covering technologies used by children aged two through to adulthood, it offers parents and professionals clear, evidence-based information about online harms and their effects and what they can do to support their child should they see, hear or bear witness to these events online. Catherine Knibbs, specialist advisor in the field, explains the issues involved when using online platforms and devices in family, social and educational settings. Examined in as non-traumatising a way as possible, the book cover...
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...
This book offers an accessible, comprehensive resource to practitioners who wish to incorporate RPGs into their client-work. Tabletop role-playing games, RPGs, have long been associated with various unique emotional, cognitive, and social benefits, but only recently has the term 'RPG Therapy' entered into the mental-health lexicon. Presenting simple game- and storytelling mechanics, and demonstrating how they may be utilized in accordance with specific professional modalities, this supportive guide explores every step of the implementation process, from underlying therapeutic principles to initial creative exercises to actual in-session play, and encourages readers to have confidence in their own imaginative abilities. Written for practitioners of all levels of client- and RPG experience, this groundbreaking and authoritative book provides case examples and practical tools, along with pragmatic and straightforward advice on how to implement this exciting new form of intervention.
This edited collection introduces English and literacy educators to the theoretical, research-based, and practical dimensions of using digital memetic texts—“memes”—in the classroom. Digital memetic texts come with new affordances, particularly as avenues for student creativity, voice, and advocacy. But these texts can also be put to manipulative, propagandistic, and nefarious purposes, posing critical challenges to an informed, democratic citizenry. Grounded in multimodality and critical literacy, this book investigates the fascinating digital dimension of texts, audiences, and meaning, and considers how English educators might take up these conversations in practical ways with students. With authentic examples from teachers and students, this volume provides a road map to researchers and educators—both preservice and in-service—interested in critical and productive uses of these modern phenomena.
This sensitive guide for carers and professionals working with children and young people explains the serious issues of sexual content and harm that children face online. Covering technologies used by children aged two through to adulthood, it offers clear, evidence-based information about sexual-based online harm, its effects and what adults can do to support children should they see, hear or bear witness to these events online. Catherine Knibbs, specialist advisor in the field, explains the issues involved when using online platforms and devices in family, social and educational settings. The guide offers an accessible explanation of how online harm impacts developmental, neurological and ...
A comprehensive book explaining “applied RPGs”—using role-playing games therapeutically. Across the globe, therapists are using tabletop roleplaying games (RPG) such as Dungeons & Dragons as a part of their practice. This book provides an overview of what RPGs are and what makes them such an effective and powerful tool for therapy. By examining research on gaming, flow, immersion, and role-play, readers will gain a better understanding of the theoretical underpinnings and how to skillfully and ethically use RPGs in their own practices. The author also looks at the history of RPGs, specifically focusing on issues of diversity and representation to help providers understand some possible pitfalls that exist within the medium. The book utilizes an example group to walk through everything from conception, planning, running, documentation, and termination of the group.
Stan Beckensall is renowned for his work, done on an entirely amateur basis, discovering, recording and interpreting Atlantic rock art in his home county of Northumberland and beyond. Presented on his 90th birthday, this diverse and stimulating collection of papers celebrates his crucial contribution to rock art studies, and looks to the future.
The mists of Britain's insula antiquity have drifted into the modernity of the nineteenth century bringing with them echoes of the savage rituals of its ancient peoples. The Press has fuelled the Public's fear over dismembered victims discovered at the intersection of ancient ley-lines, points on the landscape where logic is defied and science is rendered impotent as ancient forces emerge menacingly from the living Earth itself. Sherlock Holmes finds he must anchor his superior mind on solid ground to uncover the truth and deliver justice for the victims as the reader accompanies the Intrepid Doctor Watson and the Great Sleuth as they conquer their innermost fears when encountering the mysteries of Britain’s ancient Ley Lines, the Ancient Ways.
In Italia ci sono 16 milioni di videogiocatori e videogiocatrici su 60 milioni di abitanti, in pratica 1 persona su 4. Nonostante questa diffusione, la narrazione del settore continua ad essere avvolta da pregiudizi e viene continuamente incentrata su pochi temi: la dipendenza, la violenza nei videogame e i profitti dei produttori. Cosa manca in questa conversazione? Dove sono le voci dei videogiocatori? Chi sono davvero? Solo ascoltando le loro esperienze possiamo comprendere a pieno questo fenomeno e capire così il valore che i videogame hanno. È quello che ha fatto Viola Nicolucci, psicologa e psicoterapeuta, che in questo libro ha raccolto, a livello internazionale, dieci storie di div...
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.