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This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
If you're a fundraiser or social entrepreneur keen to secure large
gift for any kind of social cause you need to be able to ask the
right people for the right money in the right way. But how do you
do that? In this ground-breaking book, global experts Bernard Ross
and Clare Segal share their approach - used by major fundraising
organisations from UNHCR in the Middle East to MSF in the US and
from UK's Oxford University to MEF Museum in Argentina - which has
been used to secure gifts up to $110m in a single ask. Whether
you're an experienced fundraiser looking for new ideas, a newbie
keen to get to the right approach fast, or a board member anxious
to help out, you'll find the answers you're looking for inside. The
book also has a special social bonus - every copy you buy will
result in a donation to the WHO foundation to pay for a Covid 19
vaccine in a developing nation. "One reasonably useful book = one
life-saving vaccine."
The Strategy Workout has been specially developed to be clear,
simple, very easy to follow and highly effective. Our unique
pre-workout test will help you identify your weak and strong points
and the straightforward 10-step improvement plan will show you how
you can quickly boost your skills.
This groundbreaking book will help nonprofit managers think in new and creative ways about how they define and meet the challenges they face--and how to rise above standard practices to lift their organizations to greater performance levels. Using examples of best practices from innovative organizations in both the corporate and nonprofit worlds, Breakthrough Thinking for Nonprofit Organizations offers a mix of "how-to" advice and case studies that will guide readers on a new road to creativity. This book will fundamentally change the way nonprofit professionals think about how they do their work--and usher in a new era for nonprofits.
Ancient Greece and Rome in Modern Science Fiction introduces and
analyses the reception of classical antiquity in contemporary
science fiction. By using up-to-date methods from classical
reception theory, science-fiction analysis and fictional-world
studies, the book will help furnish the reader's understanding of
the ways in which the literature, culture, history and mythology of
ancient Greece and Rome are appropriated and represented across
multiple media platforms in the science-fiction genre today. The
book will therefore serve as an entry point into several areas of
study: the reception of classics in popular culture, antiquity in
modern media, the uses of the ancient world in science-fiction, and
broader science-fiction criticism. The chapters - structured by
medium - principally offer a roughly chronological overview of that
medium and its treatment of ancient history, mythology, literature
and culture. An abundance of case studies from literature, film and
television and videogames including Star Trek, Battlestar
Galactica, Fallout: New Vegas, the Mass Effect franchise and
Assassin's Creed show how classical antiquity is reused,
encountered, re-encountered by creators and consumers of the
present - how we bounce off it, and it bounces off us, and how this
reciprocation creates new visions of Greece and of Rome.
In the ancient Mediterranean world, the sea was an essential domain
for trade, cultural exchange, communication, exploration, and
colonisation. In tandem with the lived reality of this maritime
space, a parallel experience of the sea emerged in narrative
representations from ancient Greece and Rome, of the sea as a
cultural imaginary. This imaginary seems often to oscillate between
two extremes: the utopian and the catastrophic; such
representations can be found in narratives from ancient history,
philosophy, society, and literature, as well as in their
post-classical receptions. Utopia can be found in some imaginary
island paradise far away and across the distant sea; the sea can
hold an unknown, mysterious, divine wealth below its surface; and
the sea itself as a powerful watery body can hold a liberating
potential. The utopian quality of the sea and seafaring can become
a powerful metaphor for articulating political notions of the ideal
state or for expressing an individual's sense of hope and
subjectivity. Yet the catastrophic sea balances any perfective
imaginings: the sea threatens coastal inhabitants with floods,
tsunamis, and earthquakes and sailors with storms and the
accompanying monsters. From symbolic perspectives, the catastrophic
sea represents violence, instability, the savage, and even
cosmological chaos. The twelve papers in this volume explore the
themes of utopia and catastrophe in the liminal environment of the
sea, through the lens of history, philosophy, literature and
classical reception. Contributors: Manuel Alvarez-Marti-Aguilar,
Vilius Bartninkas, Aaron L. Beek, Ross Clare, Gabriele Cornelli,
Isaia Crosson, Ryan Denson, Rhiannon Easterbrook, Emilia Mataix
Ferrandiz, Georgia L. Irby, Simona Martorana, Guy Middleton, Hamish
Williams.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
Doing Philosophy provides a practical guide to studying philosophy
for undergraduate students. The book presents strategies for
developing the necessary skills that will allow students to get the
most out of this fascinating subject. It examines what it means to
think, read, discuss and write philosophically, giving advice on:
Reading and analysing philosophical texts Preparing for and
participating in seminars Choosing essay topics Constructing
arguments and avoiding plagiarism Using libraries, the internet and
other resources Technical terms, forms of expression and logical
notation The second edition is fully revised and expanded
throughout, packed with practical exercises, useful examples and
fully up-to-date resources. It also features for the first time a
full companion website with additional resources and a range of
pedagogical tools and activities designed for students and
lecturers to use both in the classroom and in seminar preparation.
Concise and accessible, Doing Philosophy equips the student with
the tools needed to successfully engage in discussing, reading and
writing philosophy.
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