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Unlike some other reproductions of classic texts (1) We have not used OCR(Optical Character Recognition), as this leads to bad quality books with introduced typos. (2) In books where there are images such as portraits, maps, sketches etc We have endeavoured to keep the quality of these images, so they represent accurately the original artefact. Although occasionally there may be certain imperfections with these old texts, we feel they deserve to be made available for future generations to enjoy.
Unlike some other reproductions of classic texts (1) We have not used OCR(Optical Character Recognition), as this leads to bad quality books with introduced typos. (2) In books where there are images such as portraits, maps, sketches etc We have endeavoured to keep the quality of these images, so they represent accurately the original artefact. Although occasionally there may be certain imperfections with these old texts, we feel they deserve to be made available for future generations to enjoy.
What can be called the long twentieth century represents the most miraculous and creative era in human history. It was also the most destructive. Over the past 150 years, modern societies across the globe have passed through an extraordinary and completely unprecedented transformation rooted in the technological developments of the nineteenth century. The World in the Long Twentieth Century lays out a framework for understanding the fundamental factors that have shaped our world on a truly global scale, analyzing the historical trends, causes, and consequences of the key forces at work. Spanning the 1870s to the present, this book explores the making of the modern world as a connected pattern of global developments. Students will learn to think about the past two centuries as a process, a series of political and economic upheavals, technological advances, and environmental transformations that have shaped the long twentieth century.
This is a study of the intense, complex, and escalating debate over sexuality and sexual morality that roiled politics in Germany between 1880 and 1914. That debate was grounded in the rapid evolution and growing complexity of German society - the multiplication of cultural groupings, professional associations, and social movements; the emergence of new social groups, social milieus, and professions; the rapid development of the media and commercial entertainments; and so on. All parties involved understood it to be a debate over the most fundamental question of modern political life: how to secure both national power and individual freedom in the context of rapid social and cultural change.
What can be called the long twentieth century represents the most miraculous and creative era in human history. It was also the most destructive. Over the past 150 years, modern societies across the globe have passed through an extraordinary and completely unprecedented transformation rooted in the technological developments of the nineteenth century. The World in the Long Twentieth Century lays out a framework for understanding the fundamental factors that have shaped our world on a truly global scale, analyzing the historical trends, causes, and consequences of the key forces at work. Spanning the 1870s to the present, this book explores the making of the modern world as a connected pattern of global developments. Students will learn to think about the past two centuries as a process, a series of political and economic upheavals, technological advances, and environmental transformations that have shaped the long twentieth century.
*Shortlisted for the British Book Design and Production Award for Graphic Novels* 'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The Scotsman A thrilling illustrated journey through the history of video games and what they really mean to us Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.
Edinburgh-based cartoonist Edward Ross uses comics to illuminate the ideas behind our favourite films. In Filmish, Ross's cartoon alter-ego guides readers through the annals of cinematic history, introducing us to some of the strange and fascinating concepts at work in the movies. Each chapter focuses on a particular theme - the body, architecture, language - and explores an eclectic mix of cinematic triumphs, from A Trip to the Moon to Aliens. Sitting within the tradition of bestselling non-fiction graphic novels like Scott McCloud's Understanding Comics and the Introducing... series, Filmish tackles serious issues - sexuality, race, censorship, propaganda - with authority and wit, throwing new light on some of the greatest films ever made.
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