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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."
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.
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.
How to apply the latest developments in psychology and neurology
for better fundraising and influencing 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.
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".
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 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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