Recent progress in the field of wildlife disease ecology demonstrates that infectious disease plays a crucial role in the lives of wild animals. Parasites and pathogens should be especially important for social animals in which high contact among individuals increases the potential for disease spread. As one of the best studied mammalian groups, primates offer a unique opportunity to examine how complex behaviours (including social organization) influence the risk of acquiring infectious diseases, and the defences used by animals to avoid infection. This book explores the correlates of disease risk in primates, including not only social and mating behaviour but also diet, habitat use, life history, geography and phylogeny. The authors examine how a core set of host and parasite traits influence patterns of parasitism at three levels of biological organization: among individuals, among populations, and across species. A major goal is to synthesize, for the first time, four disparate areas of research: primate behavioural ecology, parasite biology, wildlife epidemiology, and the behavioural and immune defences employed by animals to counter infectious disease. Throughout, the authors provide an overview of the remarkable diversity of infectious agents found in wild primate populations. Additional chapters consider how knowledge of infectious diseases in wild primates can inform efforts focused on primate conservation and human health. More generally, this book identifies infectious disease as an important frontier in our understanding of primate behaviour and ecology. It highlights future challenges for testing the links between host and parasite traits, including hypotheses for the effects of disease on primate social and mating systems.
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.
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