Revolution in Print

Revolution in Print PDF Author: Robert Darnton
Publisher: Univ of California Press
ISBN: 9780520064317
Category : Technology & Engineering
Languages : en
Pages : 388

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Book Description
Explains the role of printing in the French Revolution and the establishment of the revolutionary government

The Sega Arcade Revolution

The Sega Arcade Revolution PDF Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476631964
Category : Games & Activities
Languages : en
Pages : 311

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Book Description
Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored.

Game, Set, Match

Game, Set, Match PDF Author: Susan Ware
Publisher: Univ of North Carolina Press
ISBN: 0807834548
Category : Biography & Autobiography
Languages : en
Pages : 296

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Book Description
Argues that Billie Jean King's 1973 defeat of male player Bobby Riggs in tennis' Battle of the Sexes match helped, along with the passage of the Title IX anti-sex discrimination act, cause a revolution in women's sports.

A Casual Revolution

A Casual Revolution PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261

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Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Gaming the Past

Gaming the Past PDF Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198

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Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Revolution in Print

Revolution in Print PDF Author: Robert Darnton
Publisher: Univ of California Press
ISBN: 9780520064317
Category : Technology & Engineering
Languages : en
Pages : 388

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Book Description
Explains the role of printing in the French Revolution and the establishment of the revolutionary government

Revolution in the Church: Challenging the Religious System with a Call for Radical Change

Revolution in the Church: Challenging the Religious System with a Call for Radical Change PDF Author:
Publisher: Kirkdale Press
ISBN: 1577995295
Category : Church renewal
Languages : en
Pages : 227

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Book Description


The Musical Times

The Musical Times PDF Author:
Publisher:
ISBN:
Category : Music
Languages : en
Pages : 836

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Book Description


Slave Revolt on Screen

Slave Revolt on Screen PDF Author: Alyssa Goldstein Sepinwall
Publisher: Univ. Press of Mississippi
ISBN: 1496833120
Category : Social Science
Languages : en
Pages : 337

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Book Description
Recipient of the 2021 Honorary Mention for the Haiti Book Prize from the Haitian Studies Association In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.

The New International Encyclopædia

The New International Encyclopædia PDF Author: Daniel Coit Gilman
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 1088

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Book Description


Wars and the World

Wars and the World PDF Author: Tim Kucharzewski
Publisher: Cambridge Scholars Publishing
ISBN: 1036403750
Category : History
Languages : en
Pages : 532

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Book Description
This book offers a descriptive analysis of the Soviet/Russian wars in Afghanistan, Chechnya, and Georgia, as well as an in-depth exploration of the ways in which these wars are framed in the collective consciousness created by global popular culture. Russian and Western modalities of remembrance have been, and remain, engaged in a world war that takes place (not exclusively, but intensively) on the level of popular culture. The action/reaction dynamic, confrontational narratives and othering between the two “camps” never ceased. The Cold War, in many ways and contrary to the views of many others who hoped for the end of history, never really ended.