The second paradox, addressed in chapters about religious, cultural and political conflict, is concerned with the fact that it is precisely individualism's increased social significance that has made it morally and politically contested.
Paradoxes of Individualization, will therefore be of interest to scholars and students of cultural sociology, cultural anthropology, political science, and cultural, religious and media studies, and particularly to those with interests in social theory, culture, politics and religion.
Download or read Technologies for E-Learning and Digital Entertainment book by clicking button below to visit the book download website. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments. Download or read Writing for Animation, Comics, and Games book by clicking button below to visit the book download website.
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade.
The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. Download or read Characters in Fictional Worlds book by clicking button below to visit the book download website.
Although fictional characters have long dominated the reception of literature, films, television programs, comics, and other media products, only recently have they begun to attract their due attention in literary and media theory. Download or read Theory of Fun for Game Design book by clicking button below to visit the book download website. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools?
The Multiplayer Classroom. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject.
Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad.
Video Game Storytelling. Interactive Storytelling for Video Games. With Interactive Storytelling for Video Games, you'll: Download or read Interactive Storytelling for Video Games book by clicking button below to visit the book download website. Entertainment Computing and Serious Games. Games for Training, Education, Health and Sports. Aesthetics and Design for Game-based Learning. Details if other :. Thanks for telling us about the problem.
Return to Book Page. This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them.
All any writer can do when he wants to share his knowledg This is a book of ideas and of choices. All any writer can do when he wants to share his knowledge with others is be as open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing.
It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. Get A Copy. Paperback , pages. More Details Original Title. Other Editions 2.
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