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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
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Winner of the Seaborg Award A History Book Club Selection On October 8, 1862, Union and Confederate forces clashed near Perryville, Kentucky, in what would be the largest battle ever fought on Kentucky soil. The climax of a campaign that began two months before in northern Mississippi, Perryville came to be recognized as the high water mark of the western Confederacy. Some said the hard-fought battle, forever remembered by participants for its sheer savagery and for their commanders' confusion, was the worst battle of the war, losing the last chance to bring the Commonwealth into the Confederacy and leaving Kentucky firmly under Federal control. Although Gen. Braxton Bragg's Confederates won...
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Johan Jacob Eichholtz arrived in Philadelphia on August 30, 1737. He was married to Anna Catharine in 1738 and died in 1760.
Descendants of John Trueblood (1660-1692) who married Agnes Fisher (1656 -1692) in 1679. They emigrated from England to America and settled in North Carolina. Their descendants lived in North Carolina, Indiana, and elsewhere.
Michel RIchard was born 17 June 1787 in France. He was a descendant of M. Richard (born ca. 1683 in France) and Anne Hertig. Magdalena Widmer was born 25 July 1805 in France. She was a descendant of Johannes Widmer (likely born in Switzerland) and Catherine Alliman. Michel Richard married Magdalena Widmer 24 April 1827 in France. They lived in Brisepoutot, Doubs, France and were the parents of nine children. Descendants began immigration to America ca. 1875 and settled in Ohio, Indiana, Michigan, Iowa, Missouri, California and elsewhere.
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