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In this book, Robert A. Brooks and Jeffrey W. Cohen provide a concise, targeted overview of the major criminological theories to explain the phenomenon of school bullying, bringing to life what is often dense and confusing material with concrete case examples. Criminology Explains School Bullying is a valuable resource in criminology or juvenile delinquency classes, as well as special-topics classes on school violence, bullying, or the school-to-prison pipeline. Charts, critical thinking questions, and implications for practice and policy illuminate real-world applications, making this is a go-to book for teachers, students, and researchers interested in an empirically driven synthesis of criminological theory as it applies to school bullying.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...
This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.
HipHop ist längst keine blosse Jugendkultur mehr, sondern eine Bewegung, die den Status seines globalen Kulturphänomens erreicht hat. Dieser These gehen hier erstmals Autorinnen und Autoren aus den USA, Kanada, Grossbritannien, Slowenien und Deutschland nach. Gezeigt, wird, wie sich HipHop als weltweite Bewegung in lokalen Formen inszeniert und präsentiert und welche Botschaften, Inszenierungen und Identitätskonstruktionen mit dem HipHop als medienkulturelle und soziale Praxis verknüpft sind. Analysen zu Vermarktungsstrategien, raumbezogenen Inszenierungspraktiken und Stilisierungen am Beispiel des "splash!"-Festivals runden den Band als spannende Lektüre des "glokalen" Kulturphänomens HipHop ab. Quelle: Umschlagtext.
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