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Showing 1 - 25 of 40 matches in All Departments
A magical kaleidoscope, lost for centuries, pits a young couple against the Dark Side. From the Caribbean to New Orleans through time travel to the Crystal Cave, contemporary fiction mingles with fantasy to present refreshing new concepts for humankind?
Christmas wood is full of animals: Badger, Fidgety Fox, Owl (not Wise Old Owl, just Owl), the Rabbit family, Tiny Mouse, and Robin. It's nearly Christmas and all the animals are getting ready to celebrate - Badger is looking for new friends, Tiny is making (or is that eating...) gingerbread, and Rosie Rabbit just can't get ANY peace and quiet! Five festive stories from the animals in the wood all come together in a fantastically Christmassy finale in a barn with some rather special guests...
Christmas wood is full of animals: Badger, Fidgety Fox, Owl (not Wise Old Owl, just Owl), the Rabbit family, Tiny Mouse, and Robin. Tales from Christmas Wood follows the animals as they get ready to celebrate with their friends - now with this companion activity book little ones can join in with the adventure! Includes simple puzzles and games, colouring and sticker fun. There is even a recipe for gingerbread! You can have plenty of fun in the run up to Christmas, just like these furry friends.
Videogames are one of the most culturally, socially and economically significant, not to mention pervasive, media forms. The global videogames industry is worth billions of dollars and growing year on year as it releases yet more innovative products that synthesize cutting edge technology, ease of use, accessibility and, most importantly, fun. It is hardly surprising then that every day, millions of adults and children around the globe dedicate countless hours to exploring virtual worlds, assuming alternative identities and engaging in digital play. Yet for all this, there is relatively little critical discussion of videogames and they remain the poor relation of contemporary media criticism, leaving those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles. James Newman and Iain Simons' guide provides a map of the most important games from the 1960s to the present day that will satisfy both novices and acolytes alike as it journeys through the most interesting, innovative and entertaining titles of the first forty years of videogames.
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, lived experience, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.
Showcasing James Newman Gray's beautiful detailed artwork, in this high quality colouring book, Colour in Hope will lead you to a place of rest. This reflective journey through colouring explores the meaning of hope through a series of patterns and designed illustrations, plus seven different quotes form writers, thinkers, saints, and the Bible. There are 7 main sections to the book. Each section starts with a theme, introduced by the quote, and the following 7 pages explore this theme through different artwork pieces. Included is a section for freer reflection, giving the reader the opportunity to think, to doodle, or create their own drawings on themes of hope.
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, lived experience, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
Feel the magic of Christmas and join Sam as he writes his letter to Santa. Will he wake up to the extra-special present he asks for? Featuring charming illustrations by James Newman Gray and your very own letter to write, My Letter to Santa is the perfect Christmas keepsake.
The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, until now, almost non-existent yet necessary academic endeavour: a story and critical exploration of the works, authors, styles, and cultures of the European videogame.
A beautiful and inspiring offering An adult coloring book that takes the reader on a journey towards peace. Seven meditations on the concept of peace are explored through illustrations and patterns to lead the reader to relax and reflect personally as they colour in. Patterns and images inspired by seven quotes by writers, thinkers, saints, politicians, and the Bible, lead the reader to unwind and reflect as they colour. There is also a section for freer reflection, giving the reader the opportunity to consider what peace means to them, to doodle around a theme, or to create their own drawings.
In this issue of Nursing Clinics of North America, guest editor Dr. Leslie L. Davis of the UNC Chapel Hill School of Nursing brings her considerable expertise to the topic of Updates and Advances in Cardiovascular Nursing. Recent advancements in prevention, disease and symptom management, and treatment options have important implications for cardiovascular nursing practice. This issue provides practicing nurses with an update to equip them with the knowledge and skills to ultimately improve care delivery for patients with or at risk for cardiovascular disease. Contains 15 practice-oriented topics including heart failure: priorities for transition to home; stroke update: focus on hospital management; new pharmacologic treatment for patients with cardiovascular disease; mechanical assist devices in the cardiac intensive care unit; caring for sexual and gender minorities with cardiovascular disease; and more. Provides in-depth clinical reviews of advances in cardiovascular nursing, offering actionable insights for clinical practice. Presents the latest information on this timely, focused topic under the leadership of experienced editors in the field. Authors synthesize and distill the latest research and practice guidelines to create clinically significant, topic-based reviews.
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