Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Violence | Perception | Video Games
  • Language: en
  • Pages: 231

Violence | Perception | Video Games

This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 263

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 275

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Violence and the Mimetic Unconscious, Volume 2
  • Language: en
  • Pages: 317

Violence and the Mimetic Unconscious, Volume 2

  • Type: Book
  • -
  • Published: 2023-10-01
  • -
  • Publisher: MSU Press

Representations of violence have subliminal contagious effects, but what kind of unconscious captures this imperceptible affective dynamic in the digital age? In volume two of a Janus-faced diagnostic of the cathartic and contagious effects of (new) media violence, Nidesh Lawtoo traces a genealogy of a long-neglected, embodied, relational, and highly mimetic unconscious that, well before the discovery of mirror neurons, posited mirroring reactions as a via regia to a phantom ego. Rather than being the product of a solipsistic discovery, the unconscious turns out to have haunted philosophers, psychologists, and artists for a long time. This book proposes a genealogy of untimely philosophical ...

The Palgrave Handbook of Violence in Film and Media
  • Language: en
  • Pages: 528

The Palgrave Handbook of Violence in Film and Media

The chapters contained in this handbook address key issues concerning the aesthetics, ethics, and politics of violence in film and media. In addition to providing analyses of representations of violence, they also critically discuss the phenomenology of the spectator, images of atrocity in international cinema, affect and documentary, violent video games, digital infrastructures, cruelty in art cinema, and media and state violence, among many other relevant topics. The Palgrave Handbook of Violence in Film and Media updates existing studies dealing with media and violence while vastly expanding the scope of the field. Representations of violence in film and media are ubiquitous but remain re...

ATEE Spring Conference 2020-2021
  • Language: en
  • Pages: 250

ATEE Spring Conference 2020-2021

This book collects some of the works presented at ATEE Florence Spring Conference 2020-2021. The Conference, originally planned for May 2020, was forcefully postponed due to the dramatic insurgence of the pandemic. Despite the difficulties in this period, the Organising Committee decided anyway to keep it, although online and more than one year later, not to disperse the huge work of authors, mainly teachers, who had to face one of the hardest challenges in the last decades, in a historic period where the promotion of social justice and equal opportunities – through digital technologies and beyond – is a key factor for democratic citizenship in our societies. The Organising Committee, the University of Florence, and ATEE wish to warmly thank all the authors for their commitment and understanding, which ensured the success of the Conference. We hope this book could be, not only a witness of these pandemic times, but a hopeful sign for an equal and inclusive education in all countries.

HCI International 2023 – Late Breaking Papers
  • Language: en
  • Pages: 456

HCI International 2023 – Late Breaking Papers

This seven-volume set LNCS 14054-14060 constitutes the proceedings of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. For the HCCII 2023 proceedings, a total of 1578 papers and 396 posters was carefully reviewed and selected from 7472 submissions. Additionally, 267 papers and 133 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Design and User Experience; Cognitive Engineering and Augmented Cognition; Cultural Issues in Design; Technologies for the Aging Population; Accessibility and Design for All; Designing fo...

EA Sports FIFA
  • Language: en
  • Pages: 305

EA Sports FIFA

If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA's football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA's FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium's culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance ...

A Short Take-off/vertical Landing (STOVL) Aircraft Carrier (S-CVX)
  • Language: en
  • Pages: 289

A Short Take-off/vertical Landing (STOVL) Aircraft Carrier (S-CVX)

  • Type: Book
  • -
  • Published: 1998
  • -
  • Publisher: Unknown

This report documents a systems engineering and design capstone project, directed by the Total Ship Systems Engineering (TSSE) faculty and undertaken by students in the TSSE program at the Naval Postgraduate School and performed over two academic quarters. It takes a fresh look at the basic design and operation of the modem aircraft carrier, assuming availability of short take-off and vertical landing (STOVL) aircraft, employing gas turbine ship propulsion and providing significant capability to support humanitarian operations. In the design study reported here, the authors take a systems engineering approach to a totally new carrier design which may best suit the requirements for the next g...

Interactive Storytelling
  • Language: en
  • Pages: 374

Interactive Storytelling

This book constitutes the refereed proceedings of the 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, held in Bournemouth, UK, in November 2020. The 15 full papers and 8 short papers presented together with 5 posters, were carefully reviewed and selected from 70 submissions. The conference offers topics in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and artistic expression.