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This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The boo...
Digital Business: Strategy, Management & Transformation covers all the essentials for understanding and doing business in a digital world within a single comprehensive textbook, including an introduction to the digital business environment, cutting-edge coverage of data and artificial intelligence, and an exploration of the latest digital tools and platforms and emerging and enabling technologies such as blockchain and Web 3.0. The text explores all types and scales of digital business, from small, innovative start-ups and disruptors that are ‘born digital’, to the digital transformation of traditional large-scale businesses. Readers will also learn how these businesses strategise, opera...
How the often-overlooked interfaces, interactions, and inequities on the edges of gameplay are more central to gaming than we realize. Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence th...
Characters are a vital aspect of today's transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters' identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
This book provides a timely discussion of the creative practices in fandom and media culture. Within their participatory cultures, fans produce a wealth of content, data and materials. They write fan fiction, curate wikis and design costumes. This international collection offers a diverse exploration of contemporary fan practices through different cases, such as Yuri!!! On ICE, Harry Potter and Mass Effect., This book reveals how expression, emotion and agency are central to fan activity. Fans are highly adept at transmedia, as well as the critical use of different media and platforms. Fandom can apply to wider concepts within new media, the humanities and design, as the authors in this collection show. They also rely on different approaches, ranging from textual analysis to different forms of ethnography. Overall, Affect in Fandom offers a deliberately diverse exploration of exactly what contemporary fans create and curate, and how.
How long have psychotherapists been depicted in films? Nearly as long as there have been films--or psychotherapists, for that matter. This isn't surprising if one considers that the Freudian revolution in psychology and the invention of motion pictures occurred at about the same time. What may be surprising is the sheer number of times that psychotherapists, in their many guises, have shown up in the movies and how their depiction has reflected changing social attitudes about psychotherapy over the last century. This comprehensive worldwide filmography examines over 5000 movies. Films in which mental health professionals appear, or in which others act in that capacity, are listed alphabetically. A preface explains the criteria for a film's inclusion, and a lengthy introduction and guide to the filmography explores the changing social attitudes mirrored by the movies. Appendices list the titles by decade; alternate titles for many films; recent releases; and qualifying adult films.
This edition of the Land Tenure Journal contains a diversity of articles ranging geographically from Moldova to French Polynesia, in scale from China to Sardinia, and in technical focus from land consolidation to how tenure of land and sea are linked. All of the articles reflect issues of governance of tenure, and all fall within the remit of the Voluntary Guidelines for Responsible Governance of Tenure of Land, Fisheries and Forests that were negotiated and endorsed in 2012 under the Committee on World Food Security.