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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
While the Western was dying a slow death across the cultural
landscape, it was blazing back to life as a video game in the early
twenty-first century. Rockstar Games' Red Dead franchise, beginning
with Red Dead Revolver in 2004, has grown into one of the most
critically acclaimed video game franchises of the twenty-first
century. Red Dead Redemption: History, Myth, and Violence in the
Video Game West offers a critical, interdisciplinary look at this
cultural phenomenon at the intersection of game studies and
American history. Drawing on game studies, western history,
American studies, and cultural studies, the authors train a
wide-ranging, deeply informed analytic perspective on the Red Dead
franchise-from its earliest incarnation to the latest, Red Dead
Redemption 2 (2018). Their intersecting chapters put the series in
the context of American history, culture, and contemporary media,
with inquiries into issues of authenticity, realism, the meaning of
play and commercial promotion, and the relationship between the
game and the wider cultural iterations of the classic Western. The
contributors also delve into the role the series' development has
played in recent debates around working conditions in the gaming
industry and gaming culture. In its redeployment and reinvention of
the Western's myth and memes, the Red Dead franchise speaks to
broader aspects of American culture-the hold of the frontier myth
and the "Wild West" over the popular imagination, the role of gun
culture in society, depictions of gender and ethnicity in mass
media, and the increasing allure of digital escapism-all of which
come in for scrutiny here, making this volume a vital, sweeping,
and deeply revealing cultural intervention.
People of all ages learn important life skills through playing
games, and recognising this can be the key to enhancing their
social, educational and personal development. Incorporating play
into teaching and training not only makes learning fun, but it can
also open minds to the value of cooperation, communication and
reflection. The book is a collection of tried and tested games for
use in workshops, youth groups and the classroom, covering
everything from icebreakers and group forming ideas, to
brain-bending word games like "Napoleon Has Lost His Pipe" and
hilarious high energy games like "Group Juggle". With clear
instructions, delightful illustrations and discussion ideas for
every game, this book makes it easy to encourage everyone from age
6 to 86 to think for themselves, use their imagination, and
interact positively with those around them. Packed with exciting
and energizing games that will entertain everyone involved, this
book will be a vital resource for teachers, youth group leaders,
trainers, and anyone else wishing to enrich their work with playful
games and ideas.
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