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Gamer Citizens - Ilya Brookwell - Bog - Taylor & Francis Ltd - Plusbog.dk

Why It's OK to Be a Gamer - Nicholas R. Baima - Bog - Taylor & Francis Ltd - Plusbog.dk

Why It's OK to Be a Gamer - Nicholas R. Baima - Bog - Taylor & Francis Ltd - Plusbog.dk

If you enjoy video games as a pastime, you are certainly not alone—billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It’s OK to Be a Gamer takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life. Key Features - Introduces the philosophy of video games in a humorous and lively way with lots of engaging examples - Defends gaming through a virtue theoretic approach - Discusses contemporary psychology and neuroscience literature on gaming - Includes discussion of gamers, video games, and common experiences of gaming

DKK 220.00
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Gaming Culture(s) in India - Aditya Deshbandhu - Bog - Taylor & Francis Ltd - Plusbog.dk

Race, Culture and the Video Game Industry - Sam Srauy - Bog - Taylor & Francis Ltd - Plusbog.dk

Posthuman Gaming - Poppy Wilde - Bog - Taylor & Francis Ltd - Plusbog.dk

Ethics in the Virtual World - Garry Young - Bog - Taylor & Francis Ltd - Plusbog.dk

Heritage, Memory and Identity in Postcolonial Board Games - - Bog - Taylor & Francis Ltd - Plusbog.dk

Heritage, Memory and Identity in Postcolonial Board Games - - Bog - Taylor & Francis Ltd - Plusbog.dk

New Directions in Flanerie - - Bog - Taylor & Francis Ltd - Plusbog.dk

Sports Videogames - - Bog - Taylor & Francis Ltd - Plusbog.dk

Online Gaming in Context - - Bog - Taylor & Francis Ltd - Plusbog.dk

Unified Discourse Analysis - James Paul Gee - Bog - Taylor & Francis Ltd - Plusbog.dk

Multiplayer - - Bog - Taylor & Francis Ltd - Plusbog.dk

The Essential Guide to Serial ATA and SATA Express - David A. Deming - Bog - Taylor & Francis Ltd - Plusbog.dk

The Essential Guide to Serial ATA and SATA Express - David A. Deming - Bog - Taylor & Francis Ltd - Plusbog.dk

Used in laptop and desktop computers, low-end servers, and mobile devices, Serial ATA (Advance Technology Attachment), or SATA, is the pervasive disk storage technology in use today. SATA has also penetrated the enterprise computing environment by adding hardware components for fail-over, extending command processing capabilities, and increasing device performance and link speeds. If you work in a data center or manage your company’s storage resources, you will likely encounter storage solutions that require SATA software or hardware. In this book, leading storage networking technologist David Deming presents a comprehensive guide to designing, analyzing, and troubleshooting any SATA or SATA Express (SATAe) storage solution. Written by an engineer, this book is for those who aren''t afraid of digging into the technical details. It explains how SATA/SATAe powers data center applications and how it influences and interacts with all protocol layers and system components. This book covers all of the tasks associated with installing, configuring, and managing SATA/SATAe storage applications. If you are a test engineer, design engineer, system architect, or even a technically skilled gamer who likes to build your own systems, this book will answer your technical questions about SATA/SATAe. With this book, you should have everything you need to implement a SATA or SATAe storage solution.

DKK 597.00
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Gothic Shakespeares - - Bog - Taylor & Francis Ltd - Plusbog.dk

Gothic Shakespeares - - Bog - Taylor & Francis Ltd - Plusbog.dk

Readings of Shakespeare were both influenced by and influential in the rise of Gothic forms in literature and culture from the late eighteenth century onwards. Shakespeare’s plays are full of ghosts, suspense, fear-inducing moments and cultural anxieties which many writers in the Gothic mode have since emulated, adapted and appropriated. The contributors to this volume consider: - Shakespeare’s relationship with popular Gothic fiction of the eighteenth century - how, without Shakespeare as a point of reference, the Gothic mode in fiction and drama may not have developed and evolved in quite the way it did - the ways in which the Gothic engages in a complex dialogue with Shakespeare, often through the use of quotation, citation and analogy - the extent to which the relationship between Shakespeare and the Gothic requires a radical reappraisal in the light of contemporary literary theory, as well as the popular extensions of the Gothic into many modern modes of representation. In Gothic Shakespeares , Shakespeare is considered alongside major Gothic texts and writers – from Horace Walpole, Ann Radcliffe, Matthew Lewis and Mary Shelley, up to and including contemporary Gothic fiction and horror film. This volume offers a highly original and truly provocative account of Gothic reformulations of Shakespeare, and Shakespeare’s significance to the Gothic. Contributors include: Fred Botting, Elizabeth Bronfen, Glennis Byron, Sue Chaplin, Steven Craig, John Drakakis, Michael Gamer, Jerrold Hogle, Peter Hutchings, Robert Miles, Dale Townshend, Scott Wilson and Angela Wright.

DKK 482.00
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Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Vintage Games 2.0 - Matt (saint Cloud State University Barton - Bog - Taylor & Francis Ltd - Plusbog.dk

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer-- Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

DKK 491.00
1

Using Video Games to Level Up Collaboration for Students - Matthew Harrison - Bog - Taylor & Francis Ltd - Plusbog.dk

Using Video Games to Level Up Collaboration for Students - Matthew Harrison - Bog - Taylor & Francis Ltd - Plusbog.dk

Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

DKK 363.00
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