|
Showing 1 - 25 of
51 matches in All Departments
Strongarm your way into the fitness industry Interested in becoming
a personal trainer? Becoming a Personal Trainer For Dummies is,
obviously, the book you need. Even if you know nothing about this
career path and industry, this book will guide you through the
basics and take you all the way through certification and getting
your first job. We're here to enlighten you on what's involved in a
personal training career and teach you everything you need to know
to become certified. This updated edition covers current
information on topics like social media, wearable technology,
outdoor and virtual training, and newer workouts like CrossFit,
Active Aging, and more. Learn what it's like to be a personal
trainer and discover if this career is for you Distinguish the
different types of personal training Get the latest on wearable
technology and other tricks of the trade Know what to expect when
getting your certification and searching for jobs or clients
Authored by a longtime fit pro who knows personal training inside
and out, Becoming a Personal Trainer For Dummies shares expert
insights in a fun, digestible way.
This book examines the historical background of game development,
offline and online gamer interactions, and presents a method to
study the health impacts of digital games in East Asia. Focusing on
examinations of how video games shape external interactions with
the world as well as internal spaces, Lee and Pulos' volume brings
together a range of approaches and regions to understand the impact
of video games in East Asia and beyond. Contributions range from
assessments of Nintendo's lasting technological impact in Japan and
globally to analyses of mobile social gaming among teenage girls in
Korea, with qualitative and quantitative methodologies set in
contact with one another to offer a full spectrum of perspectives
on video gaming and its profound cultural impact.
This book examines the local, regional and transnational contexts
of video games through a focused analysis on gaming communities,
the ways game design regulates gender and class relations, and the
impacts of colonization on game design. The critical interest in
games as a cultural artifact is covered by a wide range of
interdisciplinary work. To highlight the social impacts of games
the first section of the book covers the systems built around high
score game competitions, the development of independent game design
communities, and the formation of fan communities and cosplay. The
second section of the book offers a deeper analysis of game
structures, gender and masculinity, and the economic constraints of
empire that are built into game design. The final section offers a
macro perspective on transnational and colonial discourses built
into the cultural structures of East Asian game play.
This book examines the local, regional and transnational contexts
of video games through a focused analysis on gaming communities,
the ways game design regulates gender and class relations, and the
impacts of colonization on game design. The critical interest in
games as a cultural artifact is covered by a wide range of
interdisciplinary work. To highlight the social impacts of games
the first section of the book covers the systems built around high
score game competitions, the development of independent game design
communities, and the formation of fan communities and cosplay. The
second section of the book offers a deeper analysis of game
structures, gender and masculinity, and the economic constraints of
empire that are built into game design. The final section offers a
macro perspective on transnational and colonial discourses built
into the cultural structures of East Asian game play.
The Chinese Tao and the Western Trinity have a fundamental unity of
theme: the unity of opposites. Both are connected with problems as
broad and diverse as how to describe the entire universe, how a
system can talk about itself, the relationship between symbols and
realities, and the nature of signs and sacraments.
As the global commitment to educational access has become enshrined
in all levels of society, new technologies have also been developed
that hold tremendous promise for enabling these goals. This book
looks at trends and challenges for expanding access to
post-secondary education via technology through a set of case
studies and analyses.
As the global commitment to educational access has become enshrined
in all levels of society, new technologies have also been developed
that hold tremendous promise for enabling these goals. This book
looks at trends and challenges for expanding access to
post-secondary education via technology through a set of case
studies and analyses.
This book examines the historical background of game development,
offline and online gamer interactions, and presents a method to
study the health impacts of digital games in East Asia. Focusing on
examinations of how video games shape external interactions with
the world as well as internal spaces, Lee and Pulos' volume brings
together a range of approaches and regions to understand the impact
of video games in East Asia and beyond. Contributions range from
assessments of Nintendo's lasting technological impact in Japan and
globally to analyses of mobile social gaming among teenage girls in
Korea, with qualitative and quantitative methodologies set in
contact with one another to offer a full spectrum of perspectives
on video gaming and its profound cultural impact.
|
Caring for Clergy (Hardcover)
Thad S Austin, Katie R Comeau; Foreword by Christopher J Adams
|
R1,062
R852
Discovery Miles 8 520
Save R210 (20%)
|
Ships in 10 - 15 working days
|
|
Caring for Clergy (Paperback)
Thad S Austin, Katie R Comeau; Foreword by Christopher J Adams
|
R673
R551
Discovery Miles 5 510
Save R122 (18%)
|
Ships in 10 - 15 working days
|
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R398
R330
Discovery Miles 3 300
|