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Directival Theory of Meaning
  • Language: en
  • Pages: 249

Directival Theory of Meaning

  • Type: Book
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  • Published: 2019-06-18
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  • Publisher: Springer

This book presents a new approach to semantics based on Kazimierz Ajdukiewicz’s Directival Theory of Meaning (DTM), which in effect reduces semantics of the analysed language to the combination of its syntax and pragmatics. The author argues that the DTM was forgotten because for many years philosophers didn’t have conceptual tools to appreciate its innovative nature, and that the theory was far ahead of its time. The book shows how a redesigned and modernised version of the DTM can deliver a new solution to the problem of defining linguistic meaning and that the theory can be understood as a new type of functional role semantics. The defining feature of the DTM is that it presents meani...

The Architecture of Context and Context-Sensitivity
  • Language: en
  • Pages: 321

The Architecture of Context and Context-Sensitivity

This volume addresses foundational issues of context-dependence and indexicality, which are at the center of the current debate within the philosophy of language. Topics include the scope of context-dependency, the nature of content and the character of input data of cognitive processes relevant for the interpretation of utterances. There's also coverage of the role of beliefs and intentions as contextual factors, as well as the validity of arguments in context-sensitive languages. The contributions consider foundational issues regarding context-sensitivity from three different, yet related, perspectives on the phenomenon of context-dependence: representational, structural, and functional. T...

Global Games
  • Language: en
  • Pages: 241

Global Games

In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.

Context Dependence in Language, Action, and Cognition
  • Language: en
  • Pages: 284

Context Dependence in Language, Action, and Cognition

The phenomenon of context dependence is so multifaceted that it is tempting to classify it as hetergenous. It is especially evident in the case of the difference between context dependence as understood in the philosophy of language and context dependence as understood in the philosophy of mind. One of the aims of the present volume is to show that as varied as the phenomenon of context dependence is, the similarities between its different manifestations are profound and undeniable. More importantly, as evidenced in a number of papers presented on the subsequent pages of this volume, a broad perspective on the phenomenon of context dependence helps us to re-apply theories devised for one of the subfields of philosophy to the other subfields. Since the connections and analogies between many uses of contextualism may not be initially obvious, keeping an open perspective and the willingness to learn from the work of others may sometimes be crucial for finding new, satisfactory solutions.

Encyclopedia of Video Games [3 volumes]
  • Language: en
  • Pages: 1173

Encyclopedia of Video Games [3 volumes]

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

PACE: A Practical Guide to the Police and Criminal Evidence Act 1984
  • Language: en
  • Pages: 771

PACE: A Practical Guide to the Police and Criminal Evidence Act 1984

  • Categories: Law

Providing practical guidance on what remains the single most important statutory basis for police duties and powers in England and Wales - the Police and Criminal Evidence Act (PACE) 1984 and its Codes of Practice - this is an essential reference source which the busy police officer or legal practitioner cannot afford to be without. The fifth edition includes all amendments to the Codes of Practice since the last edition, as well as the full text of the Act and Codes of Practice. Explanatory chapters have been updated in line with legislative changes, including the wide-ranging effect of the Policing and Crime Act 2017. With the aid of checklists, flow-charts, and illustrative examples, this...

The Lvov-Warsaw School and Contemporary Philosophy of Language
  • Language: en
  • Pages: 307

The Lvov-Warsaw School and Contemporary Philosophy of Language

  • Type: Book
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  • Published: 2021-12-20
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  • Publisher: BRILL

Leading authors in their fields present an interdisciplinary panorama of vital themes of the philosophy of language and track their historical origins. This book gives new life to historical ideas and additional depth to current debates.

Video Games and the Global South
  • Language: en
  • Pages: 302

Video Games and the Global South

  • Type: Book
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  • Published: 2019
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  • Publisher: Lulu.com

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Game History and the Local
  • Language: en
  • Pages: 246

Game History and the Local

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Paratextualizing Games
  • Language: en
  • Pages: 407

Paratextualizing Games

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?