Author: Björn Sjöblom
Publisher: Taylor & Francis
ISBN: 100082487X
Category : Games & Activities
Languages : en
Pages : 233
Book Description
This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.
Representing Conflicts in Games
Author: Björn Sjöblom
Publisher: Taylor & Francis
ISBN: 100082487X
Category : Games & Activities
Languages : en
Pages : 233
Book Description
This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.
Publisher: Taylor & Francis
ISBN: 100082487X
Category : Games & Activities
Languages : en
Pages : 233
Book Description
This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.
The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration
Author: Mary Scannell
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Simulating War
Author: Philip Sabin
Publisher: Bloomsbury Publishing
ISBN: 1441162267
Category : History
Languages : en
Pages : 412
Book Description
Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.
Publisher: Bloomsbury Publishing
ISBN: 1441162267
Category : History
Languages : en
Pages : 412
Book Description
Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.
Mediation of International Conflicts
Author: Lesley G. Terris
Publisher: Taylor & Francis
ISBN: 1315467763
Category : Political Science
Languages : en
Pages : 252
Book Description
This book examines the use of third-party mediation as a conflict resolution method. In an attempt to explain why some, but not all, conflicts are mediated, this work argues that diverse conflict structures are inherently different in their susceptibility to mediation attempts. By offering a systematic method for measuring the transformability of conflict structures, this book contributes to our understanding of the sufficient and necessary conditions for mediation. In addition, the study offers an analytical framework for the examination of mediation as a trilateral rational bargaining process. Although the general concept of mediation as a three-person game is not new, most studies focus on either the disputants' perspectives or the mediator's perspective. In contrast, this study integrates the perspectives of all three parties. The framework links the different stages involved in the whole process of mediation, from the onset of mediation, through the mediation strategies used, to the outcome, rather than focusing on one particular aspect. The book applies the framework to two case studies – the conflict between Israel and Egypt and the conflict between India and Pakistan – and provides new insights into these conflicts from a mediation perspective. In general, the model developed here provides a framework for systematically assessing conflicts and the options available to those involved in the mediation process. This book will be of much interest to students of conflict resolution, mediation, war and conflict studies, Asian politics, Middle Eastern politics and IR in general.
Publisher: Taylor & Francis
ISBN: 1315467763
Category : Political Science
Languages : en
Pages : 252
Book Description
This book examines the use of third-party mediation as a conflict resolution method. In an attempt to explain why some, but not all, conflicts are mediated, this work argues that diverse conflict structures are inherently different in their susceptibility to mediation attempts. By offering a systematic method for measuring the transformability of conflict structures, this book contributes to our understanding of the sufficient and necessary conditions for mediation. In addition, the study offers an analytical framework for the examination of mediation as a trilateral rational bargaining process. Although the general concept of mediation as a three-person game is not new, most studies focus on either the disputants' perspectives or the mediator's perspective. In contrast, this study integrates the perspectives of all three parties. The framework links the different stages involved in the whole process of mediation, from the onset of mediation, through the mediation strategies used, to the outcome, rather than focusing on one particular aspect. The book applies the framework to two case studies – the conflict between Israel and Egypt and the conflict between India and Pakistan – and provides new insights into these conflicts from a mediation perspective. In general, the model developed here provides a framework for systematically assessing conflicts and the options available to those involved in the mediation process. This book will be of much interest to students of conflict resolution, mediation, war and conflict studies, Asian politics, Middle Eastern politics and IR in general.
Posthuman Gaming
Author: Poppy Wilde
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243
Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Publisher: Taylor & Francis
ISBN: 1000963071
Category : Games & Activities
Languages : en
Pages : 243
Book Description
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
General Theory Of International Relations
Author: Jayantanuja Bandyopadhyaya
Publisher: Allied Publishers
ISBN: 9788170231264
Category : International relations
Languages : en
Pages : 308
Book Description
Publisher: Allied Publishers
ISBN: 9788170231264
Category : International relations
Languages : en
Pages : 308
Book Description
Competition
Author: Emilio Cvitkovic
Publisher: Springer
ISBN: 1349128570
Category : Business & Economics
Languages : en
Pages : 322
Book Description
The book is an iconoclastic overview of the art of analyzing industries and competition. The book examines the capabilities of several complex business tools such as decision analysis, accounting, and other 'MBA-science' disciplines, and translates them into commonsensical concepts such as competitive strengths, uncertainty, complexity and 'results'.
Publisher: Springer
ISBN: 1349128570
Category : Business & Economics
Languages : en
Pages : 322
Book Description
The book is an iconoclastic overview of the art of analyzing industries and competition. The book examines the capabilities of several complex business tools such as decision analysis, accounting, and other 'MBA-science' disciplines, and translates them into commonsensical concepts such as competitive strengths, uncertainty, complexity and 'results'.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication
Author: Folk, Moe
Publisher: IGI Global
ISBN: 1466626941
Category : Technology & Engineering
Languages : en
Pages : 461
Book Description
Digital technology plays a vital role in today's need for instant information access. The simplicity of acquiring and publishing online information presents new challenges in establishing and evaluating online credibility. Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication highlights important approaches to evaluating the credibility of digital sources and techniques used for various digital fields. This book brings together research in computer mediated communication along with the affects digital culture and online credibility.
Publisher: IGI Global
ISBN: 1466626941
Category : Technology & Engineering
Languages : en
Pages : 461
Book Description
Digital technology plays a vital role in today's need for instant information access. The simplicity of acquiring and publishing online information presents new challenges in establishing and evaluating online credibility. Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication highlights important approaches to evaluating the credibility of digital sources and techniques used for various digital fields. This book brings together research in computer mediated communication along with the affects digital culture and online credibility.
Mental Health Research Institute Staff Publications
Author: University of Michigan. Mental Health Research Institute
Publisher: UM Libraries
ISBN:
Category : Mental health
Languages : en
Pages : 860
Book Description
Publisher: UM Libraries
ISBN:
Category : Mental health
Languages : en
Pages : 860
Book Description