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This book, written by leading experts in the field, is intended for
thoughtful leaders, advisors, and academics who want to better
understand cutting edge thinking and the latest research on
leadership in the complex, highly interconnected organization of
today. Unlike most books on the subject, it does not purport to
provide simple answers to difficult questions. Rather, it seeks to
provide new insights and tools that have only recently become
apparent through advances in complexity science-like, for example,
the intricate dynamics of emergent leadership as simulated through
agent-based modeling (ABM). Complex Systems Leadership Theory is a
powerful beginning to what promises to be a deeper, more thoughtful
investigation of how and why organizations succeed and what leaders
can do to make a difference.
There are few scholarly books about toys, and even fewer that
consider toys within the context of culture and communication. Toys
and Communication is an innovative collection that effectively
showcases work by specialists who have sought to examine toys
throughout history and in many cultures, including 1930's Europe,
Morocco, India, Spanish art of the 16th-19th centuries.
Psychologists stress the importance of the role of toys and play in
children's language development and intellectual skills, and this
book demonstrates the recurrent theme of the transmission of
cultural norms through the portrayal, presentation and use of toys.
The text establishes the role of toy and play park design in
eliciting particular forms of play, as well as stressing the
child's use of toys to 'become' more adult. It will be beneficial
for courses in education, developmental psychology, communications,
media studies, and toy design.
Organizations of all kinds struggle to understand, adapt, respond
and manipulate changing conditions in their internal and external
environments. Approaches based on the causal, linear logic of
mechanistic sciences and engineering continue to play an important
role, given people's ability to create order. But such approaches
are valid only within carefully circumscribed boundaries. They
become counterproductive when the same organizations display the
highly reflexive, context-dependent, dynamic nature of systems in
which agents learn and adapt and new patterns emerge. The rapidly
expanding discussion about complex systems offers important
contributions to the integration of diverse perspectives and
ultimately new insights into organizational effectiveness. There is
increasing interest in complexity in mainstream business education,
as well as in specialist business disciplines such as knowledge
management. Real world systems can't be completely designed,
controlled, understood or predicted, even by the so-called sciences
of complexity, but they can be more effective when understood as
complex systems. While many scientific disciplines explore
complexity principally through abstract mathematical models and
simulations, Emergence: Complexity & Organization explores the
emerging understanding of human systems from both the 'hard'
quantitative sciences and the 'soft' qualitative perspectives. This
2007 Annual includes articles from Alice MacGillivray, Dale
Lockwood, L. Deborah Sword, Gerald Midgley, Viveca Asporth, Jack
Meek, and many more, which explore a range of complexity-related
topics from philosophical concerns through to the practical
application of complexity ideas, concepts and frameworks in human
organizations. Also included are a series of four reproductions of
classical papers in the fields of complexity and systems, each with
critical introductions that explore their modern relevance: "The
Philosophy of the Present" by George Herbert Mead (originally
published in 1932), "Emergence" by Michael Polanyi (originally
published in 1966), "The Theory of Complex Phenomena" by Friedrich
August von Hayek (originally published in 1967), and "The Pretence
of Knowledge" by Friedrich August von Hayek (originally published
in 1975).
This volume addresses itself to the ways in which the so-called
'new sciences of complexity' can deepen and broaden neurobiological
and psychological theories of mind. Complexity theory has gained
increasing attention over the past 20 years across diverse areas of
inquiry, including mathematics, physics, economics, biology, and
the social sciences. Complexity theory concerns itself with how
nonlinear dynamical systems evolve and change over time and draws
on research arising from chaos theory, self-organization,
artificial intelligence and cellular automata, to name a few. This
emerging discipline shows many points of convergence with
psychological theory and practice, emphasizing that history is
irreversible and discontinuous, that small early interventions can
have large and unexpected later effects, that each life trajectory
is unique yet patterned, that measurement error is not random and
cannot be justifiably distributed equally across experimental
conditions, that a system's collective and coordinated organization
is emergent and often arises from simple components in interaction,
and that change is more likely to emerge under conditions of
optimal turbulence.
This volume addresses itself to the ways in which the so-called
'new sciences of complexity' can deepen and broaden neurobiological
and psychological theories of mind. Complexity theory has gained
increasing attention over the past 20 years across diverse areas of
inquiry, including mathematics, physics, economics, biology, and
the social sciences. Complexity theory concerns itself with how
nonlinear dynamical systems evolve and change over time and draws
on research arising from chaos theory, self-organization,
artificial intelligence and cellular automata, to name a few. This
emerging discipline shows many points of convergence with
psychological theory and practice, emphasizing that history is
irreversible and discontinuous, that small early interventions can
have large and unexpected later effects, that each life trajectory
is unique yet patterned, that measurement error is not random and
cannot be justifiably distributed equally across experimental
conditions, that a system's collective and coordinated organization
is emergent and often arises from simple components in interaction,
and that change is more likely to emerge under conditions of
optimal turbulence.
This book is a state-of-the-art look at where toys have come from
and where they are likely to go in the years ahead. The focus is on
the interplay between traditional toys and play, and toys and play
that are mediated by or combined with digital technology. As well
as covering the technical aspects of computer mediated play
activities, the authors consider how technologically enhanced toys
are currently used in traditional play and how they are woven into
childrens' lives. The authors contrast their findings about
technologically enhanced toys with knowledge of traditional toys
and play. They link their studies of toys to goals in education and
to entertainment and information transfer.
This book will appeal to students, researchers, teachers, child
care workers and more broadly the entertainment industry. It is
appropriate for courses that deal with the specialized subject of
toys and games, media studies, education and teacher training, and
child development.
America is fascinated by violence - where it comes from in ourselves, how it spreads through society, and what effect it has on the next generation. This collection of essays examines numerous facets of violence in contemporary American culture, ranging across literature, film, philosophy, religion, fairy tales, children's play, photojournalism, and sports. In particular, Why We Watch is the first book to offer a careful look at why we are drawn to depictions of violence and why there is a market for violent entertainment.
There are few scholarly books about toys, and even fewer that
consider toys within the context of culture and communication. Toys
and Communication is an innovative collection that effectively
showcases work by specialists who have sought to examine toys
throughout history and in many cultures, including 1930's Europe,
Morocco, India, Spanish art of the 16th-19th centuries.
Psychologists stress the importance of the role of toys and play in
children's language development and intellectual skills, and this
book demonstrates the recurrent theme of the transmission of
cultural norms through the portrayal, presentation and use of toys.
The text establishes the role of toy and play park design in
eliciting particular forms of play, as well as stressing the
child's use of toys to 'become' more adult. It will be beneficial
for courses in education, developmental psychology, communications,
media studies, and toy design.
America is fascinated by violence - where it comes from in ourselves, how it spreads through society, and what effect it has on the next generation. This collection of essays examines numerous facets of violence in contemporary American culture, ranging across literature, film, philosophy, religion, fairy tales, children's play, photojournalism, and sports. In particular, Why We Watch is the first book to offer a careful look at why we are drawn to depictions of violence and why there is a market for violent entertainment.
This book is a state-of-the-art look at where toys have come from
and where they are likely to go in the years ahead. The focus is on
the interplay between traditional toys and play, and toys and play
that are mediated by or combined with digital technology. As well
as covering the technical aspects of computer mediated play
activities, the authors consider how technologically enhanced toys
are currently used in traditional play and how they are woven into
childrens' lives. The authors contrast their findings about
technologically enhanced toys with knowledge of traditional toys
and play. They link their studies of toys to goals in education and
to entertainment and information transfer. This book will appeal to
students, researchers, teachers, child care workers and more
broadly the entertainment 'industry'. It may be appropriate for
courses that deal with the specialized subject of toys and games
but many courses in Media studies, Education and Teacher Training,
and Child Development will inevitably have a component to cover
this topic. There is considerable scope for the growth of interest
in computer games used by children as these games become more
readily available and less e
A broad treatment of computer and video games from a wide range of
perspectives, including cognitive science and artificial
intelligence, psychology, history, film and theater, cultural
studies, and philosophy. New media students, teachers, and
professionals have long needed a comprehensive scholarly treatment
of digital games that deals with the history, design, reception,
and aesthetics of games along with their social and cultural
context. The Handbook of Computer Game Studies fills this need with
a definitive look at the subject from a broad range of
perspectives. Contributors come from cognitive science and
artificial intelligence, developmental, social, and clinical
psychology, history, film, theater, and literary studies, cultural
studies, and philosophy as well as game design and development. The
text includes both scholarly articles and journalism from such
well-known voices as Douglas Rushkoff, Sherry Turkle, Henry
Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers
the "prehistory" of computer games (including slot machines and
pinball machines), the development of computer games themselves,
and the future of mobile gaming. The chapters in part II describe
game development from the designer's point of view, including the
design of play elements, an analysis of screenwriting, and
game-based learning. Part III reviews empirical research on the
psychological effects of computer games, and includes a discussion
of the use of computer games in clinical and educational settings.
Part IV considers the aesthetics of games in comparison to film and
literature, and part V discusses the effect of computer games on
cultural identity, including gender and ethnicity. Finally, part VI
looks at the relation of computer games to social behavior,
considering, among other matters, the inadequacy of laboratory
experiments linking games and aggression and the different modes of
participation in computer game culture.
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