Transforming Medical Education for the 21st Century

Transforming Medical Education for the 21st Century
Author :
Publisher : CRC Press
Total Pages : 241
Release :
ISBN-10 : 9781910227879
ISBN-13 : 1910227870
Rating : 4/5 (79 Downloads)

Synopsis Transforming Medical Education for the 21st Century by : George R. Lueddeke

Drawing on key international reports and input from leading healthcare practitioners and educators worldwide, this ground-breaking book closely examines the real issues facing medicine and medical education. With a wide-ranging, evidence-based approach, the author identifies key drivers of change in both the developing and developed world.He examin

The Video Game Industry

The Video Game Industry
Author :
Publisher : Routledge
Total Pages : 272
Release :
ISBN-10 : 9780415896528
ISBN-13 : 0415896525
Rating : 4/5 (28 Downloads)

Synopsis The Video Game Industry by : Peter Zackariasson

'The Video Game Industry' provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. This book describes and defines video games as their own special medium.

Multimodal Semiotics and Rhetoric in Videogames

Multimodal Semiotics and Rhetoric in Videogames
Author :
Publisher : Routledge
Total Pages : 171
Release :
ISBN-10 : 9781351659710
ISBN-13 : 1351659715
Rating : 4/5 (10 Downloads)

Synopsis Multimodal Semiotics and Rhetoric in Videogames by : Jason Hawreliak

This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

The Triumph of the Gun-Rights Argument

The Triumph of the Gun-Rights Argument
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 238
Release :
ISBN-10 : 9798216157557
ISBN-13 :
Rating : 4/5 (57 Downloads)

Synopsis The Triumph of the Gun-Rights Argument by : Harry L. Wilson

Taking the bold position that the battle over gun control has already been won by the pro-gun-rights faction, this book will be equally informative to those immersed in the debate and those new to it. Gun control evokes passions equaled by few other subjects. As this book shows, the debate over firearms begins with cultural values and extends into questions of constitutional rights, public health and safety, and politics. Examining its subject through the prism of the Sandy Hook shootings, the book looks at the influence of elected officials, the courts, interest groups, and average citizens in shaping gun-control laws. It shares poll results detailing what the public really thinks about guns and why, and it explains the various components of gun policy and policymaking to show how they come together to form the current reality. While small skirmishes about the right to bear arms will continue for some time, the author, a self-described "gun-owning academic," asserts that changing public opinion, Supreme Court decisions, dominance of gun-rights interest groups, the Democratic Party's virtual withdrawal from the discussion, and a declining violent-crime rate have formed a perfect storm, resulting in the effective end of the gun control debate. This assertion and the thoughtful examination that leads to it will be of equal interest to those engaged in the argument and those researching it for the first time.

Consumer Behaviour

Consumer Behaviour
Author :
Publisher : Pearson Higher Education AU
Total Pages : 553
Release :
ISBN-10 : 9781442564992
ISBN-13 : 1442564997
Rating : 4/5 (92 Downloads)

Synopsis Consumer Behaviour by : Michael Solomon

Consumer behaviour is more than buying things; it also embraces the study of how having (or not having) things affects our lives and how possessions influence the way we feel about ourselves and each other - our state of being. The 3rd edition of Consumer Behaviour is presented in a contemporary framework based around the buying, having and being model and in an Australasian context. Students will be engaged and excited by the most current research, real-world examples, global coverage, managerial applications and ethical examples to cover all facets of consumer behaviour. With new coverage of Personality and incorporating real consumer data, Consumer Behaviour is fresh, relevant and up-to-date. It provides students with the best possible introduction to this fascinating discipline.

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games
Author :
Publisher : U of Minnesota Press
Total Pages : 283
Release :
ISBN-10 : 9781452956206
ISBN-13 : 1452956200
Rating : 4/5 (06 Downloads)

Synopsis The Toxic Meritocracy of Video Games by : Christopher A. Paul

An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

A History of Sports Video Games

A History of Sports Video Games
Author :
Publisher : Taylor & Francis
Total Pages : 262
Release :
ISBN-10 : 9781040267165
ISBN-13 : 1040267165
Rating : 4/5 (65 Downloads)

Synopsis A History of Sports Video Games by : Lu Zhouxiang

This book explores the history of sports and sports-themed video games, providing a comprehensive and holistic view of this complex and diverse genre. The author highlights the influence of technological advancement, industry competition and popular culture on game design, marketing strategies and user experience. Offering valuable insights into the historical process of interaction and integration between real-world sport and video games, this volume will enrich existing scholarship on video games. This volume is a valuable contribution to the fields of both game studies and sports studies, and will be perfect for those interested in the history of science and technology as well as social and cultural history.