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We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medie...
If the practice of war is as old as human history, so too is the need to reflect upon war, to understand its meaning and implications. The Pre-Socratic philosopher Heraclitus asserted in 600BC that War (polemos) is justice, thus inaugurating a long philosophical tradition of consideration of the morality of war. In recent times, the increased specialisation of academic disciplines has led a to a fragmentation of the thematic of war within the academy - the topic of war is as likely to be addressed by sociologists, cultural theorists, psychologists and even computer scientists as it is by historians, philosophers or political scientists. This diversity of disciplinary approaches to war is und...
John argues that shifting the focus from the text to the efficacy of performance requires broadening our concept of performance beyond what occurs on stage and its critical reception to include the daily life of the society that provides its context. It follows from this semiotic approach that there can be no fixed text or understanding of Egmont or of Goethe himself - only multiple images. John's exploration of image includes literary motifs, acting, staging, and social role playing, with particular reference to Goethe's development as an artist and cultural icon. In addition to presenting a comprehensive analysis of the play and a discussion of Egmont's reception from its first appearance to the present (including productions on both stage and screen), John provides an in-depth performance analysis based on the theories of Alter, Burns, Carson, Fischer-Lichte, Goffman, Pavis, and Schechner. The book includes the complete Mannheim manuscript (M372), critically edited and published as a performance text for the first time.
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Brigitte Gasser untersucht und vergleicht die Empathiefähigkeit bei 12- bis 13-Jährigen mit ihrer Empathie gegenüber Medienfiguren. Ausgehend von einer Unterteilung von Empathie in realen und fiktionalen Welten werden psychologische und medienwissenschaftliche Erklärungsansätze betrachtet. Die Entwicklung von Empathie wird aufgrund der psychologischen Forschung dargestellt, woran sich auch die affektiven und kognitiven Aspekte von Empathie aufzeigen lassen. Daneben wird aus einer medienwissenschaftlichen Perspektive auf empathische Mechanismen bei unterschiedlichen Medienarten (Bücher, Filme, Computerspiele) eingegangen. Auf der Grundlage von qualitativen und quantitativen Untersuchung...
"In recent years the banking industry has undergone a huge transformation. These transformations can be attributed to the emergence of new financial technologies. Among these new technologies, online banking can be identified as one of the main innovations playing a central role in the transformation of the banking landscape. However, though new technologies have proven to be a profitable solution for most banks in their operations, the challenges of adopting new technologies have never been more challenging. This book presents a systematic approach and a model on the adoption of new technologies with examples drawn from the banking sector. The focus is from a managerial and strategy perspective in identifying the factors that are required to prompt the adoption and successful management of a new technology."--Contratapa.
Tabea Widmann widmet sich digitalen Spielen als Erinnerungsmedien um den Holocaust und untersucht sie als potenziell besonders wirkungsmächtige Medien der digitalisierten Erinnerungskulturen. Im Zentrum steht dabei das Konzept des »Prosthetic Witnessing«; ein Ansatz, der spielerische Handlungen als vermittelte Positionen einer medialisiert-distanzierten, aber dennoch emotional involvierenden Zeugenschaft begreift. Anhand von vier ausgewählten Fallbeispielen findet »Prosthetic Witnessing« im vorliegenden Band mit Fokus auf die Figuren von Zeugenschaft, der Inszenierung von Erinnerungsorten sowie auf den Umgang mit dargestellten Erinnerungsmedien bereits erste Anwendungen. Tabea Widmann ...