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Exploring Videogames: Culture, Design and Identity
  • Language: en
  • Pages: 189

Exploring Videogames: Culture, Design and Identity

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

The Business of Gamification
  • Language: en
  • Pages: 252

The Business of Gamification

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamific...

Playing at a Distance
  • Language: en
  • Pages: 186

Playing at a Distance

  • Type: Book
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  • Published: 2022-11-01
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  • Publisher: MIT Press

An essential exploration of the video game aesthetic that decenters the human player—requiring little human action—and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watc...

The Double Binds of Neoliberalism
  • Language: en
  • Pages: 265

The Double Binds of Neoliberalism

In the wake of new far-right populisms, the fragmentation of progressive global narratives and the dismantling of economic globalization, there are signs that neoliberalism is beginning to enter its death throes. Using 1968 as one of the inaugural moments of neoliberalism, this interdisciplinary collection is a critical and comparative resource that reexamines the significance and legacy of the global 1968 uprisings from today’s vantage point. For scholars and students alike, this interdisciplinary collection will help readers understand why the global uprisings of 1968 continue to resonate and what it means for theory and culture today.

Cosplay and the Art of Play
  • Language: en
  • Pages: 265

Cosplay and the Art of Play

  • Type: Book
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  • Published: 2019-06-04
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  • Publisher: Springer

This book is an introduction to cosplay as a subculture and community, built around playful spaces and the everyday practices of crafting costumes, identities, and performances. Drawing on new and original ethnographic data, as well as the innovative use of arts-led research, this book adds to our understanding of a popular, global cultural practice. In turn, this pushes forward our understanding of play, fan practices, subcultures, practice-led research, and uses of urban spaces. Cosplay and the Art of Play offers a significant addition to key contemporary debates on the meaning and uses of popular culture in the 21st century, and will be of importance to students and scholars interested in communities, fandom, identity, leisure, participatory cultures, performance, and play.

Rethinking Gamification
  • Language: en
  • Pages: 346

Rethinking Gamification

Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. I...

The Old Man
  • Language: en
  • Pages: 324

The Old Man

Old men – especially those who live alone – remain an understudied group in the gerontological literature, despite their significance to the demographic development. Among the elderly, the proportion of old men living alone is rapidly rising. This book is an anthology of different perspectives on The Old Man. It contains a personal account of becoming an old man, treats ideas about the old man throughout Western cultural history, and presents the first studies on the very old man. It also discusses a wide variety of topics – including alcohol as a prism for male aging; the old man and sexuality, digitization, and masculinities; and the single old man as lonely or just living alone – paying much-needed attention to this long overlooked group. The contributing researchers come from disciplines as different as psychology, philosophy, theology, anthropology, health, and gender studies.

The Systemic Image
  • Language: en
  • Pages: 393

The Systemic Image

  • Type: Book
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  • Published: 2023-10-31
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  • Publisher: MIT Press

A new conceptualization of the relationship between the systemic and the iconic in real-time simulations that distinguishes among four levels of forming. Computer simulations conceive objects and situations dynamically, in their changes and progressions. In The Systemic Image, Inge Hinterwaldner considers not only the technical components of dynamic computer simulations but also the sensory aspects of the realization. Examining the optic, the acoustic, the tactile, and the sensorimotor impressions that interactive real-time simulations provide, she finds that iconicity plays a dominant yet unexpected role. Based on this, and close readings of a series of example works, Hinterwaldner offers a...

The Lutheran Church in New Hanover, (Falckner swamp) Montgomery County, Penna
  • Language: en
  • Pages: 459
Pennsylvania German Church Records of Births, Baptisms, Marriages, Burials, Etc
  • Language: en
  • Pages: 708

Pennsylvania German Church Records of Births, Baptisms, Marriages, Burials, Etc

This is the second volume of Pennsylvania German Church Records, a three-volume series which gives the genealogist access to all of the church records ever published in the Proceedings and Addresses of the Pennsylvania German Society .