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As the most comprehensive edited volume to be published on
perpetrators and perpetration of mass violence, the volume sets a
new agenda for perpetrator research by bringing together
contributions from such diverse disciplines as political science,
sociology, social psychology, history, anthropology and gender
studies, allowing for a truly interdisciplinary discussion of the
phenomenon of perpetration. The cross-case nature of the volume
allows the reader to see patterns across case studies, bringing
findings from inter alia the Holocaust, the genocides in Rwanda and
the former Yugoslavia, and the civil wars in Cambodia and Cote
d'Ivoire into conversation with each other. The chapters of this
volume are united by a common research interest in understanding
what constitutes perpetrators as actors, what motivates them, and
how dynamics behind perpetration unfold. Their attention to the
interactions between disciplines and cases allows for the insights
to be transported into more abstract ideas on perpetration in
general. Amongst other aspects, they indicate that instead of being
an extraordinary act, perpetration is often ordinary, that it is
crucial to studying perpetrators and perpetration not from looking
at the perpetrators as actors but by focusing on their deeds, and
that there is a utility of ideologies in explaining perpetration,
when we differentiate them more carefully and view them in a more
nuanced light. This volume will be vital reading for students and
scholars of genocide studies, human rights, conflict studies and
international relations.
As the most comprehensive edited volume to be published on
perpetrators and perpetration of mass violence, the volume sets a
new agenda for perpetrator research by bringing together
contributions from such diverse disciplines as political science,
sociology, social psychology, history, anthropology and gender
studies, allowing for a truly interdisciplinary discussion of the
phenomenon of perpetration. The cross-case nature of the volume
allows the reader to see patterns across case studies, bringing
findings from inter alia the Holocaust, the genocides in Rwanda and
the former Yugoslavia, and the civil wars in Cambodia and Cote
d'Ivoire into conversation with each other. The chapters of this
volume are united by a common research interest in understanding
what constitutes perpetrators as actors, what motivates them, and
how dynamics behind perpetration unfold. Their attention to the
interactions between disciplines and cases allows for the insights
to be transported into more abstract ideas on perpetration in
general. Amongst other aspects, they indicate that instead of being
an extraordinary act, perpetration is often ordinary, that it is
crucial to studying perpetrators and perpetration not from looking
at the perpetrators as actors but by focusing on their deeds, and
that there is a utility of ideologies in explaining perpetration,
when we differentiate them more carefully and view them in a more
nuanced light. This volume will be vital reading for students and
scholars of genocide studies, human rights, conflict studies and
international relations.
Once Upon a Pixel examines the increasing sophistication of
storytelling and worldbuilding in modern video games. Drawing on
some of gaming's most popular titles, including Red Dead Redemption
2, The Last of Us, Horizon Zero Dawn, and the long-running Metal
Gear Solid series, it is a pioneering exploration into narrative in
games from the perspective of the creative writer. With interviews
and insights from across the industry, it provides a complete
account of how Triple-A, independent, and even virtual reality
games are changing the way we tell stories. Key Features A fresh
perspective on video games as a whole new form of creative writing.
Interviews with a range of leading industry figures, from critics
to creators. Professional analysis of modern video game script
excerpts. Insights into emerging technologies and the future of
interactive storytelling.
Once Upon a Pixel examines the increasing sophistication of
storytelling and worldbuilding in modern video games. Drawing on
some of gaming's most popular titles, including Red Dead Redemption
2, The Last of Us, Horizon Zero Dawn, and the long-running Metal
Gear Solid series, it is a pioneering exploration into narrative in
games from the perspective of the creative writer. With interviews
and insights from across the industry, it provides a complete
account of how Triple-A, independent, and even virtual reality
games are changing the way we tell stories. Key Features A fresh
perspective on video games as a whole new form of creative writing.
Interviews with a range of leading industry figures, from critics
to creators. Professional analysis of modern video game script
excerpts. Insights into emerging technologies and the future of
interactive storytelling.
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Zoo See Me! (Hardcover)
Chris Distler; Illustrated by Timothy Williams
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R586
Discovery Miles 5 860
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Ships in 10 - 15 working days
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Why do people participate in genocide? The Complexity of Evil
responds to this fundamental question by drawing on political
science, sociology, criminology, anthropology, social psychology,
and history to develop a model which can explain perpetration
across various different cases. Focusing in particular on the
Holocaust, the 1994 genocide against the Tutsi in Rwanda, and the
Khmer Rouge genocide in Cambodia, The Complexity of Evil model
draws on, systematically sorts, and causally orders a wealth of
scholarly literature and supplements it with original field
research data from interviews with former members of the Khmer
Rouge. The model is systematic and abstract, as well as empirically
grounded, providing a tool for understanding the micro-foundations
of various cases of genocide. Ultimately this model highlights that
the motivations for perpetrating genocide are both complex in their
diversity and banal in their ordinariness and mundanity.
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