Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such asSuper Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named inTime Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design.
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
Sharpen your ECG interpretation skills with this highly visual guide! The fully updated 2nd Edition of A Visual Guide to ECG Interpretation (formerly Rapid Interpretation of ECGs in Emergency Medicine: A Visual Guide) uses a combination of vivid illustrations, detailed annotations, clinical cases, and ECGs to help you easily recognize key ECG patterns, test your diagnostic skills, and quickly identify potentially lethal cardiac conditions. The easy-to-use format first depicts a specific ECG to help you recognize and interpret significant features. On the following page, abnormal patterns are enlarged, highlighted in color, and briefly described. The ECGs are presented with and without annotations to better test your diagnostic skills. Throughout the book, detailed annotations, notes on underlying conditions, and discussions of abnormalities in a clinical context help demystify ECG interpretation. This popular visual guide is invaluable for all health care professionals who want to practice and improve their ECG interpretation skills.
Choreographing Creativity: Teaching as Artistic and Technical within the Curriculum of Composition views teaching as a combination of artistic and technical elements, similar to a figure skating or dance routine. Dr. Jennifer Bird presents a fictional story founded in factual teaching methods to illustrate this concept. The fifteen teachers in 'Cohort for Change' join her on this journey to share snapshots of their classroom experiences and advice for educators who wish to reclaim classroom creativity in the current 'teach to the test' culture of education.
Media pilgrimage has become a booming business in the 21st century. Fans of television shows, rock groups and books flock to places associated with their favorite series, artist or writer, trying to embody and perhaps understand what inspired the beloved piece of work, and, more importantly, to cobble together their own personal identity, seeking meaning in an ever-more divergent and fast-paced world. At the same time, participation in organized group activities are dropping. One of the largest down turns in the US and the UK can be seen in the steep decline of attendance at traditional religious venues. This trend dovetails with the radical uptick in on-line sites dedicated to pop culture and celebrities, as well as an array of niche-focused real-time tours allowing fans to experience the spaces, places and scenery featured in their favorite entertainment medium. The Secular Religion of Fandom: Pop Culture Pilgrim examines the function of fandom, specifically the visiting of spaces which have been recently deemed worthy of sanctification and a newly elevated status of importance. It examines how such pilgrimages are used as a means for forming and maintaining a common language of culture, creating a replacement apparatus based on more traditional frameworks of religious worship and salvation, while becoming an ever more dominant mechanism for constructing individuality and finding belonging in a commodified culture. Looking at television shows such as The Walking Dead and Game of Thrones, bands like The Stone Roses and Joy Division, and authors like J.K. Rowling and the Brontë sisters, The Secular Religion of Fandom: Pop Culture Pilgrim delves into these issues by examining spaces, fan communities and rituals, providing a unique and provocative investigation into how technology, media and humanistic need for guidance are forming novel ways of expressing value, forging self and finding significance in an uncertain world.
The second edition of Primary Immunodeficiency Diseases presents discussions of gene identification, mutation detection, and clinical and research applications for over 100 genetic immune disorders--disorders featuring an increased susceptibility to infections and, in certain conditions, an icreased rate of malignancies and autoimmune disorders. Since the publication of the first edition, a flurry of new disease entities has been defined and new treatment regimens have been introduced, the most spectacular being successful treatment by gene therapy for two genotypes of combined immunodeficiency. The first edition marked a historic turning point in the field of immunodeficiencies, demonstrating that many of the disorders of the immune systam could be understood at a molecular level. This new edition can proudly document the tremendous pace of progress in dissecting the complex immunologic networks responsible for protecting individuals from these disorders.
This volume contains 30 chapters that provide an up-to-date account of key topics and areas of research in political psychology. In general, the chapters apply what is known about human psychology to the study of politics. Chapters draw on theory and research on biopsychology, neuroscience, personality, psychopathology, evolutionary psychology, social psychology, developmental psychology, cognitive psychology, and intergroup relations. Some chapters address the political psychology of political elites-their personality, motives, beliefs, and leadership styles, and their judgments, decisions, and actions in domestic policy, foreign policy, international conflict, and conflict resolution. Other chapters deal with the dynamics of mass political behavior: voting, collective action, the influence of political communications, political socialization and civic education, group-based political behavior, social justice, and the political incorporation of immigrants. Research discussed in the volume is fuelled by a mix of age-old questions and recent world events"--
Sometimes God comes like a thief in the night; sometimes He breaks down the front door when you didn’t even know He was coming! The author’s Unexpected Visitor made mincemeat of her well-ordered atheist life, taking her into vast, uncharted regions of her own heart. Traveling from Peru to India, she eventually found her spiritual home as a Kriyaban-yogi, a disciple of a great Indian Master, Paramhansa Yogananda. A fascinating, almost daily account of this sudden, total transformation."-Asha Nayaswami, Founding Member, Ananda Worldwide, Author Winner of the 2021 Best Independent Author Book Award. Raised by atheists, Jennifer Duke rejected any possibility of an omniscient creator. At age fifty, she could not have foreseen the cataclysmic shift that was about to occur in her life – and the profound inner experiences that would challenge her entire view of reality. What changed? What took her to Peru and India in search of answers? This book is not about organized religion. As Jennifer would discover, we do not need priests, dogmas, institutions, or intermediaries to experience our own direct, inner connection with Spirit. No one and no external entity can limit our access to the Divine Light. Through her direct experiences of union with Spirit, she was able, in time, to navigate the revolutionary shift in her understanding of Truth. In Jennifer’s clear, sincere narrative we feel the authenticity of her journey, as she discovers her Soul nature, the truths of the universe, and the path of Self-realization. This is a profound and earnest account of a life unfolding, expanding into the divine and eternal Truth that awaits us all.
Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
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