A Complicated Murder. Vance Horton was an unpleasant fellow, the kind whose name afflicts even hard-boiled men of the world with cold shudders of disgust. He had no friends, but, to counter-balance this, could count on a whole host of enemies. So much so that, when someone more impatient than usual decided to murder him, the police, to say nothing of two amateurs, had suspects to burn.
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike.
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
With both young and adult gamers as loyal fans, The Legend of Zelda is one of the most beloved video game series ever created. The contributors to this volume consider the following questions and more: What is the nature of the gamer’s connection to Link? Does Link have a will, or do gamers project their wills onto him? How does the gamer experience the game? Do the rules of logic apply in the game world? How is space created and distributed in Hyrule (the fictional land in which the game takes place)? How does time function? Is Zelda art? Can Hyrule be seen as an ideal society? Can the game be enjoyable without winning? The Legend of Zelda and Philosophy not only appeals to Zelda fans and philosophers but also puts video games on the philosophical map as a serious area of study.
Follow the progress of the Moon in a zany path as it meets the Flying Dutchman and two flying fish as it fades in the night to allow the Sun to rise. Will the octopus fall in love with the Sun as it sinks into the ocean?
Jasper is a lonely invisible brown bunny in a world of rainbow rabbits. He pleads to the sun to be different until he realizes it is good to be brown when a Puma comes to the forest. A tale about being happy being yourself.
Charlie Hodgson learns to live his own life as he climbs the observatory on High Rock to meet the Wizard of Lynn. A book about being the best person you can be!
A delightful tale about the adventures of four stuffed animals during the night. Ever wonder what those lovely critters were up to while you were sleeping? Well this in depth expose follows their antics and captures for the first time what they are really up to while you were dreaming. 4 visual stories for those children who can not read yet that allows them the opportunity to improvise their own dialogue each time they read it.
You are the star once more helping Mr. Zac find the Golden Egg that was stolen by King Derby from the Boy Emperor of China before an international war starts. You will travel through the real Mason tunnels that lead through Salem. Where you will meet famous people from Salem trapped in time. Learn about the secret historical trip of Templars and Vikings to these shores. Discover what magical items the Salem East India Marine Society smuggled into town through the ages. Follow a real map of where all of the tunnels are in town and learn about those who made them. This is the second book of the Salem, Ma trilogy. You will encounter some Odd Fellows, a lost President Monroe, Nathaniel Hawthorne, flying monkeys, wizards,some senators, pirates, a lobsterman, and a whole lot of tax evasion. As you read the story you can follow along with your Droid phone as GPS coordinates trigger an audio as you walk through town with your book in hand as you follow the real course of the secret tunnels in Salem. A truly interactive book which gets you into the story, for real!
Celebrating twenty years of transition from socialism to capitalism, this book is designed to be the core textbook for undergraduate courses in transition economics and comparative economic systems. Given the passage of time, Transition Economics: Two Decades On reviews and accounts for the outcomes in the so-called transition economies and, from an academic perspective, takes the reader through developments and issues in the twenty years of transition from plan to market. Treating its subject matter thematically, the book incorporates much of the transition economics literature and evidence that have evolved over the past two decades. In particular, the authors focus on the most important aspects of economic transition, including: The initial conditions at the outset of transition Paradigms and patterns of transition The main transition policies and economic reforms The performance of transition countries and firms The lessons from transition The textbook covers a wide range of both contemporary microeconomic and macroeconomic issues, in over thirty ex-socialist European and Asian countries, including Russia and China. Transition Economics: Two Decades On is more than just a book about a particular part of the world or the transformation that was experienced at a particular time in history. The authors believe that the study of the economics of transition gives the reader an insight into theories, policies, reforms, legacies, institutions, processes and lessons that have application and relevance, beyond the specific transition from plan to market, to other parts of the world and to other times in history.
There is a magical tree in Salem Massachusetts. A magical tree with a zipper. Every evening at dusk you are welcomed to venture through the unzipping tree to see the magical whimsical side of Salem where fish fly, tall ships drop anchor on the street, and Vikings storm Dead Horse Beach. Our tour guide Mr. Zac will lead you with book in hand to see the history and fantasy that is Salem. You will meet H.P. Lovecraft, Blackbeard, and Nathaniel Hawthorne. You will see the ancient coast lines, Bridget Bishop's orchard, the birth of the game Monopoly, and the home of America's first millionaire. Meet the witches and wizards of Salem. Be frightened by werewolves, vampires, and ghouls. While you are in Salem follow the storyline to see the sites and meet the local characters in our tale. For this is not only a book but also a walking tour. This is your guide book to Salem.--back cover.
This book examines “Rhetorical Children” as visible and vocal communicators, shaping public discourse on contentious social issues related to organized labor, civil rights, gun violence, and climate change. This book explores four key social movement case studies: the 1903 Mother Jones-led March of the Mill Children to reform child labor laws, the 1963 Dr. Martin Luther King, Jr.,-led Children’s Crusade to end segregation, the 2018 Parkland student-led March for Our Lives movement to end gun violence, and the ongoing struggle for climate change mitigation led by Swedish activist Greta Thunberg. Through these case studies, the book outlines three rhetorical strategies, namely children’s ability to activate adults’ moral obligation; to invoke threats to natality and lost childhood; and to disrupt social order. It enables readers to better understand rhetorical children and the rhetorical tools required for social movements. Assessing the powerful role children play in shaping public discourse, this book will be of interest to students and scholars in the fields of Communication Studies, Rhetoric, Public Address, Social Movements, and Cultural Studies.
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
With both young and adult gamers as loyal fans, The Legend of Zelda is one of the most beloved video game series ever created. The contributors to this volume consider the following questions and more: What is the nature of the gamer’s connection to Link? Does Link have a will, or do gamers project their wills onto him? How does the gamer experience the game? Do the rules of logic apply in the game world? How is space created and distributed in Hyrule (the fictional land in which the game takes place)? How does time function? Is Zelda art? Can Hyrule be seen as an ideal society? Can the game be enjoyable without winning? The Legend of Zelda and Philosophy not only appeals to Zelda fans and philosophers but also puts video games on the philosophical map as a serious area of study.
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike.
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