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UNIX and Linux System Administration Handbook (Paperback, 5th edition): Evi Nemeth, Garth Snyder, Trent Hein, Ben Whaley, Dan... UNIX and Linux System Administration Handbook (Paperback, 5th edition)
Evi Nemeth, Garth Snyder, Trent Hein, Ben Whaley, Dan Mackin
R1,645 R1,469 Discovery Miles 14 690 Save R176 (11%) Ships in 12 - 17 working days

UNIX and Linux System Administration Handbook, Fifth Edition is today's definitive guide to installing, configuring and maintaining any Unix or Linux system -- including the systems that provide core Internet and cloud infrastructure. Now fully updated for today's Linux distributions and cloud environments, it details best practices for every facet of system administration, including storage management, network design and administration, web hosting and scale-out, automation, configuration management, performance analysis, virtualization, DNS, security, management of IT service organizations, and much more. For modern system and network administrators, this edition contains indispensable new coverage of cloud deployments, continuous delivery, Docker and other containerization solutions, and much more.

Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Paperback): Ben Whaley Toward a Gameic World - New Rules of Engagement from Japanese Video Games (Paperback)
Ben Whaley
R677 Discovery Miles 6 770 Ships in 9 - 15 working days

Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan’s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

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