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BioShock and Philosophy
  • Language: en
  • Pages: 188

BioShock and Philosophy

Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine’s depiction of Ayn Rand’s philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes

Handbook of Popular Culture and Biomedicine
  • Language: en
  • Pages: 377

Handbook of Popular Culture and Biomedicine

  • Type: Book
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  • Published: 2018-09-10
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  • Publisher: Springer

This handbook explores the ways biomedicine and pop culture interact while simultaneously introducing the reader with the tools and ideas behind this new field of enquiry. From comic books to health professionals, from the arts to genetics, from sci-fi to medical education, from TV series to ethics, it offers different entry points to an exciting and central aspect of contemporary culture: how and what we learn about (and from) scientific knowledge and its representation in pop culture. Divided into three sections the handbook surveys the basics, the micro-, and the macroaspects of this interaction between specialized knowledge and cultural production: After the introduction of basic concept...

Chocky
  • Language: en
  • Pages: 176

Chocky

David Gore becomes concerned that his twelve-year-old son, Matthew, is too old to have an imaginary friend. His concerns deepen as Matthew becomes increasingly distressed and blames it on arguments with this unseen companion, whom he calls "Chocky". As the story unfolds, it becomes clear that the friend is far from imaginary, but is an alien consciousness communicating with Matthew's mind—a fact that is of interest to shadowy government forces.

Exploring Picard's Galaxy
  • Language: en
  • Pages: 263

Exploring Picard's Galaxy

  • Type: Book
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  • Published: 2018-02-13
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  • Publisher: McFarland

Serving as the sequel to Gene Roddenberry's original television series, Star Trek: The Next Generation pushed the boundaries of the "final frontier." At the same time, the show continued the franchise's celebrated exploration of the human experience, reflecting current social and political events. ST:TNG became immensely successful, spawning four feature films and several television spin-offs. This collection of new essays explores both the series' characters and its themes. Topics include the Federation's philosophy concerning technocracy, sexuality and biopolitics; foreign policy shifts in the Prime Directive; key characters including Jean-Luc Picard, Data, Deanna Troi, Tasha Yar; and Klingon martial arts, music, and history.

Disability and Video Games
  • Language: en
  • Pages: 365

Disability and Video Games

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Gaming Disability
  • Language: en
  • Pages: 246

Gaming Disability

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for peopl...

Delphi Collected Works of John Wyndham (Illustrated)
  • Language: en
  • Pages: 3981

Delphi Collected Works of John Wyndham (Illustrated)

The sci-fi writer John Wyndham produced innovative works examining the human struggle for survival when catastrophic natural phenomena suddenly invade a comfortable English setting. Wyndham’s post-apocalyptic masterpieces established his name as a leading figure of science-fiction literature. He was also a master of the short story, penning engaging tales of science fiction, satire, detective mysteries and whimsical fantasy. His work went on to inspire numerous writers throughout the late twentieth century, including Margaret Atwood, Stephen King and Alex Garland. This eBook presents Wyndham’s collected works, with numerous illustrations, rare tales, informative introductions and the usu...

The Classic Collection of John Wyndham. Illustrated
  • Language: en
  • Pages: 1439

The Classic Collection of John Wyndham. Illustrated

John Wyndham created some of the most intriguing and intelligent science fiction of the 20th century. Some of his works were set in post-apocalyptic landscapes. His best known works include The Day of the Triffids (1951), filmed in 1962, and The Midwich Cuckoos (1957), which was filmed in 1960 as Village of the Damned, in 1995 under the same title, and again in 2022 in Sky Max under its original title. But some readers consider that The Chrysalids was really his best. The ideas in The Chrysalids are echoed in The Handmaid's Tale, whose author, Margaret Atwood, has acknowledged Wyndham's work as an influence. Wyndham also wrote several short stories, ranging from hard science fiction to whimsical fantasy. The Day of the Triffids The Kraken Wakes The Chrysalids The Midwich Cuckoos The Outward Urge Trouble with Lichen Chocky

Behinderung und Technik
  • Language: de
  • Pages: 189

Behinderung und Technik

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Die ADHS der Sonderpädagogik
  • Language: de
  • Pages: 270

Die ADHS der Sonderpädagogik

In der vorliegenden Studie wird untersucht, wie das Phänomen ADHS auf der Ebene sonderpädagogischer Wissensbestände als eine Kategorie 'nicht_normalen' Verhaltens konstruiert wird. Dazu wird einem kulturwissenschaftlich inspirierten Verständnis von Behinderung gefolgt, das auf Wissensformierungen des sonderpädagogischen Feldes übertragen wird. Die Arbeit ist deshalb auf dem Gebiet der Dis_ability Studies in Education verortet und es werden ausgehend von einer normalismus- und machtkritischen Orientierung 74 sonderpädagogische Fachartikel zum Thema ADHS aus den Jahren 2000-2015 mit einem diskurstheoretischen Zugang analysiert. Durch die Befunde lässt sich nicht nur zeigen, auf welche ...