Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.
Speech Sound Disorders: For Class and Clinic, Fourth Edition offers a readable and practical guide to the care of speech sound disorders, emphasizing evidence-based principles and procedures that underlie almost all clinical approaches, making this an ideal choice for a wide variety of undergraduate and graduate courses. Nearly twenty-five percent of the chapters offer hands-on analyzes of speech samples from real children. The PluralPlus companion website contains dozens of downloadable assessment and treatment resources for both students and professionals. For an instructor, Speech Sound Disorders provides clear discussions of the connection between speech development and clinical decision making, consistent formatting across chapters, sample syllabi, options for PowerPoint presentations, and hundreds of review questions and "learn by doing" exercises for in-class activities and homework assignments. Key Features: Each chapter begins with learning objectives and key words, and ends with conclusions and review questionsReadable and practical discussions of complex clinical topicsCoverage of speech sound disorders from infants through adultsClear link between speech development and clinical decision makingEmphasis on underlying principles and procedures New to the Fourth Edition: Stronger links between speech development and treatmentInvited chapters on AAC, bilingualism, speech production, and speech perceptionFive "learn by doing" chapters with speech exercises from real children40 exercises based on speech samples from real childrenPractical, hands-on discussion of assessment Speech Sound Disorders: For Class and Clinic, Fourth Edition is virtually a new book, about eighty percent updated and revised, with a new title and new contributors. The new title reflects changes in the profession and the new contributors add their expertise in language, language variations, speech production and perception, and assistive technology. Disclaimer: Please note that ancillary content (such as documents, audio, and video, etc.) may not be included as published in the original print version of this book.
With three new chapters and updates throughout, Speech Sound Disorders: For Class and Clinic, Fifth Edition offers a readable and practical guide on the care of speech sound disorders. It emphasizes evidence-based principles and procedures that underlie almost all clinical approaches, making this an ideal textbook for a wide variety of undergraduate and graduate courses. The text is divided into four parts: Foundations, Speech Development, Assessment, and Treatment. Contributors supporting Ken E. Bleile’s longstanding text include Todd A. Bohnenkamp, Jaimie L. Gilbert, Samantha Ehler, Lindsey R. Squires, Blair M. Voigt, Carlin Hageman, and Evette Edmister. Key Features: * Each chapter begins with learning objectives and key words, and ends with conclusions and review questions * Readable and practical discussions of complex clinical topics * Coverage of speech sound disorders from infants through adults * Clear link between speech development and clinical decision making * Emphasis on underlying principles and procedures New to the Fifth Edition: * Three new chapters! Treatment Approaches by Blair M. Voigt Motor Learning by Carlin Hageman Late Sounds en Español by Lindsey R. Squires * Updated developmental speech milestones incorporate the latest information from multiple languages Disclaimer: Please note that ancillary content (such as documents, audio, and video, etc.) may not be included as published in the original print version of this book.
The Late Eight, Third Edition provides clinical resources to help clinicians, students, and academics evaluate and treat late-acquired sounds. The text is an ideal resource for anyone working with individuals whose speech contains errors affecting [θ], [ð], [s], [z], [l], [r], [ʃ], or [tʃ]. Additionally, vocalic [r] is included because it often serves as a step to reaching consonantal [r]. The third edition keeps (and slightly modifies) the clinical resources while expanding the toolkit to include new essential clinical concepts, including evidence-based practice, Spanish-influenced English, the curriculum, and a new treatment model. New to the third edition: 4 new chapters: Chapter 1: A Late 8 Update, Chapter 2: Using Evidence to Guide Clinical Practice, Chapter 3: The Late 8 en español, Chapter 4: Speech Sound Disorders, Literacy, and CurriculumContributing authors provide their expertise As in previous editions, resources for each late-acquired sound include: technical and nontechnical definitions;age of acquisition;common errors;key phonetic environments;useful metaphors;touch cues;initial screening tests;stimulability tests;demonstrations of place, manner, and voicing;phonetic placement and shaping techniques;speech exercises: language awareness and speech activities;lists of words divided by phonetic and word environments; andminimal pairs.*Disclaimer: Please note that ancillary content (such as documents, audio, and video, etc.) may not be included as published in the original print version of this book.
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