Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 796
Book Description
Official Gazette of the United States Patent and Trademark Office
Roger Ebert's Movie Yearbook 2007
Author: Roger Ebert
Publisher: Andrews McMeel Publishing
ISBN: 0740761579
Category : Performing Arts
Languages : en
Pages : 1006
Book Description
The most-trusted film critic in America." --USA Today Roger Ebert actually likes movies. It's a refreshing trait in a critic, and not as prevalent as you'd expect." --Mick LaSalle, San Francisco Chronicle America's favorite movie critic assesses the year's films from Brokeback Mountain to Wallace and Gromit: The Curse of the Were-Rabbit. Roger Ebert's Movie Yearbook 2007 is perfect for film aficionados the world over. Roger Ebert's Movie Yearbook 2007 includes every review by Ebert written in the 30 months from January 2004 through June 2006-about 650 in all. Also included in the Yearbook, which is about 65 percent new every year, are: * Interviews with newsmakers such as Philip Seymour Hoffman, Terrence Howard, Stephen Spielberg, Ang Lee, and Heath Ledger, Nicolas Cage, and more. * All the new questions and answers from his Questions for the Movie Answer Man columns. * Daily film festival coverage from Cannes, Toronto, Sundance, and Telluride. *Essays on film issues and tributes to actors and directors who died during the year.
Publisher: Andrews McMeel Publishing
ISBN: 0740761579
Category : Performing Arts
Languages : en
Pages : 1006
Book Description
The most-trusted film critic in America." --USA Today Roger Ebert actually likes movies. It's a refreshing trait in a critic, and not as prevalent as you'd expect." --Mick LaSalle, San Francisco Chronicle America's favorite movie critic assesses the year's films from Brokeback Mountain to Wallace and Gromit: The Curse of the Were-Rabbit. Roger Ebert's Movie Yearbook 2007 is perfect for film aficionados the world over. Roger Ebert's Movie Yearbook 2007 includes every review by Ebert written in the 30 months from January 2004 through June 2006-about 650 in all. Also included in the Yearbook, which is about 65 percent new every year, are: * Interviews with newsmakers such as Philip Seymour Hoffman, Terrence Howard, Stephen Spielberg, Ang Lee, and Heath Ledger, Nicolas Cage, and more. * All the new questions and answers from his Questions for the Movie Answer Man columns. * Daily film festival coverage from Cannes, Toronto, Sundance, and Telluride. *Essays on film issues and tributes to actors and directors who died during the year.
Fifty Key Video Games
Author: Bernard Perron
Publisher: Taylor & Francis
ISBN: 1000596168
Category : Games & Activities
Languages : en
Pages : 351
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Publisher: Taylor & Francis
ISBN: 1000596168
Category : Games & Activities
Languages : en
Pages : 351
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Children and Their Changing Media Environment
Author: Sonia Livingstone
Publisher: Routledge
ISBN: 1135661308
Category : Language Arts & Disciplines
Languages : en
Pages : 416
Book Description
Focusing on the meanings, uses, and impacts of new media in childhood, family life, peer culture, and the relation between home and school, this volume sets out to address many of the questions, fears, and hopes regarding the changing place of media in the lives of today's children and young people. The scholars contributing to this work argue that such questions--intellectual, empirical, and policy-related--can be productively addressed through cross-national research. Hence, this volume brings together researchers from 12 countries--Belgium, Denmark, Finland, France, Germany, the United Kingdom, Israel, Italy, the Netherlands, Spain, Sweden, and Switzerland--to present original and comprehensive findings regarding the diffusion and significance of new media and information technologies among children. Inspired by parallels and difference between the arrival of television in the family home during the 1950s and the present day arrival of new media, the research is based on in-depth interviews and a detailed comparative survey of 6- to 16-year-olds across Europe and in Israel. The result is a comprehensive, detailed, and fascinating account of how these technologies are rapidly becoming central to the daily lives of young people. As a resource for researchers and students in media and communication studies, leisure and cultural studies, social psychology, and related areas, this volume provides crucial insights into the role of media in the lives of children. The findings included herein will also be of interest to policymakers in broadcasting, technology, and education throughout the world.
Publisher: Routledge
ISBN: 1135661308
Category : Language Arts & Disciplines
Languages : en
Pages : 416
Book Description
Focusing on the meanings, uses, and impacts of new media in childhood, family life, peer culture, and the relation between home and school, this volume sets out to address many of the questions, fears, and hopes regarding the changing place of media in the lives of today's children and young people. The scholars contributing to this work argue that such questions--intellectual, empirical, and policy-related--can be productively addressed through cross-national research. Hence, this volume brings together researchers from 12 countries--Belgium, Denmark, Finland, France, Germany, the United Kingdom, Israel, Italy, the Netherlands, Spain, Sweden, and Switzerland--to present original and comprehensive findings regarding the diffusion and significance of new media and information technologies among children. Inspired by parallels and difference between the arrival of television in the family home during the 1950s and the present day arrival of new media, the research is based on in-depth interviews and a detailed comparative survey of 6- to 16-year-olds across Europe and in Israel. The result is a comprehensive, detailed, and fascinating account of how these technologies are rapidly becoming central to the daily lives of young people. As a resource for researchers and students in media and communication studies, leisure and cultural studies, social psychology, and related areas, this volume provides crucial insights into the role of media in the lives of children. The findings included herein will also be of interest to policymakers in broadcasting, technology, and education throughout the world.
Videogame Sciences and Arts
Author: Nelson Zagalo
Publisher: Springer Nature
ISBN: 3030379833
Category : Computers
Languages : en
Pages : 282
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Publisher: Springer Nature
ISBN: 3030379833
Category : Computers
Languages : en
Pages : 282
Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
The Video Game Theory Reader
Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372
Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372
Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Classic Home Video Games, 1972-1984
Author: Brett Weiss
Publisher: McFarland
ISBN: 0786487550
Category : Games & Activities
Languages : en
Pages : 317
Book Description
This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.
Publisher: McFarland
ISBN: 0786487550
Category : Games & Activities
Languages : en
Pages : 317
Book Description
This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.
Teaching Multicultural Children’s Literature in a Diverse Society
Author: AnnMarie Alberton Gunn
Publisher: Taylor & Francis
ISBN: 1000843165
Category : Education
Languages : en
Pages : 279
Book Description
This textbook is a comprehensive resource for teaching multicultural children’s literature. Providing foundational information on how and why to integrate diverse children’s literature into the classroom, this book presents a necessary historical perspective on cultural groups in the United States and context for how to teach children’s literature in a way that reflects and sustains students’ rich cultural backgrounds. The historical insights and context on diverse cultural groups at the heart of the book allow readers to deepen their understanding of why teaching about cultural diversity is necessary for effective and inclusive education. Part I offers foundational information on how to teach children’s literature in a diverse society, and Part II overviews pedagogy, resources, and guidance for teaching specific culturally and linguistically marginalized groups. Each chapter contains book recommendations, discussion questions, and additional resources for teachers. With authentic strategies and crucial background knowledge embedded in each chapter, this text is essential reading for pre-service and in-service teachers and is ideal for courses in children’s literature, literacy methods instruction, and multicultural education.
Publisher: Taylor & Francis
ISBN: 1000843165
Category : Education
Languages : en
Pages : 279
Book Description
This textbook is a comprehensive resource for teaching multicultural children’s literature. Providing foundational information on how and why to integrate diverse children’s literature into the classroom, this book presents a necessary historical perspective on cultural groups in the United States and context for how to teach children’s literature in a way that reflects and sustains students’ rich cultural backgrounds. The historical insights and context on diverse cultural groups at the heart of the book allow readers to deepen their understanding of why teaching about cultural diversity is necessary for effective and inclusive education. Part I offers foundational information on how to teach children’s literature in a diverse society, and Part II overviews pedagogy, resources, and guidance for teaching specific culturally and linguistically marginalized groups. Each chapter contains book recommendations, discussion questions, and additional resources for teachers. With authentic strategies and crucial background knowledge embedded in each chapter, this text is essential reading for pre-service and in-service teachers and is ideal for courses in children’s literature, literacy methods instruction, and multicultural education.
Parent's Guide to Video Games
Author: Steven A. Schwartz
Publisher: Prima Lifestyles
ISBN: 9781559584746
Category : Family & Relationships
Languages : en
Pages : 256
Book Description
Essential advice for every parent whose child plays video games. Dr. Steven Schwartz, an educational psychologist and expert on video games, takes parents through the whole process, from choosing a video game system for the home to deciding which games to buy or rent. He discusses the rating system and how video game systems can be used as learning tools.
Publisher: Prima Lifestyles
ISBN: 9781559584746
Category : Family & Relationships
Languages : en
Pages : 256
Book Description
Essential advice for every parent whose child plays video games. Dr. Steven Schwartz, an educational psychologist and expert on video games, takes parents through the whole process, from choosing a video game system for the home to deciding which games to buy or rent. He discusses the rating system and how video game systems can be used as learning tools.