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After twenty years of working his way up the ladder, police officer Sam Wonder has just been promoted to captain in the Dallas Police Force. Sam earned this position, and as one of the department's most beloved officers, he receives hearty congratulations from his coworkers all except for Frenchy. Lieutenant Napolean French is arrogant and difficult to deal with; he was also Sam's competition for the promotion. He has long been at odds with his coworkers and has a thing for the chief of police's niece, even though she wants nothing to do with him. But Sam's promotion sends Frenchy over the edge. Now, all he can think about is revenge. After harassing the chief's niece who makes it clear that...
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game stud...
Emily Oliphant does not want to settle down to the life of a normal Victorian young lady. She gets a job as a Lady's Companion. This tells of her travels and adventures in Victorian England and Europe.
Travis Olsen doesn’t believe in fairy tales. When his mother warns him to be careful of the black dog that haunts the Quantock Hills, he brushes her off. Even after he meets the black dog, he’s convinced the animal is just a stray and not a ghost of any kind. But when the legendary black dog turns into a man who gives a dire warning, Travis has no choice but to admit it’s possible that all the old stories about the woodland are true. In order to save his mother’s life from a powerful witch, Travis plunges into a world of curses and magic, pukas and fairies, and one figure stands at the center of it all. John Walford, a cursed soul who will sacrifice anything if only Travis could return his love.
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as ...
This fascinating study places multiple genres in dialogue and considers both medievalism and genre to be frameworks from which meaning can be produced. It explores works from a wide range of genres-children's and young adult, historical, cyberpunk, fantasy, science fiction, romance, and crime-and across multiple media-fiction, film, television, video games, and music. The range of media types and genres enable comparison, and the identification of overarching trends, while also allowing comparison of contrasting phenomena. As the first volume to explore the nexus of medievalism and genre across such a wide range of texts, this collection illustrates the fractured ideologies of contemporary p...
The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.