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Millions of children throughout Africa undertake many forms of farm
and domestic work. Some of this work is for wages, some is on their
family's own small plots and some is forced and/or harmful. This
book examines children's involvement in such work. It argues that
framing all children's engagement in economic activity as 'child
labour', with all the associated negative connotations, is
problematic. This is particularly the case in Africa where many
rural children must work to survive and where, the contributors
argue, much of the work undertaken is not harmful. The conceptual
and case-based chapters reframe the debate about children's work
and harm in rural Africa with the aim of shifting research, public
discourse and policy so that they better serve the interest of
rural children and their families.
At a time when print and film have shown the classic Western and
noir genres to be racist, heteronormative, and neocolonial, Sara
Humphreys's Manifest Destiny 2.0 asks why these genres endure so
prolifically in the video game market. While video games provide a
radically new and exciting medium for storytelling, most game
narratives do not offer fresh ways of understanding the world.
Video games with complex storylines are based on enduring American
literary genres that disseminate problematic ideologies, quelling
cultural anxieties over economic, racial, and gender inequality
through the institutional acceptance and performance of Anglo
cultural, racial, and economic superiority. Although game critics
and scholars recognize how genres structure games and gameplay, the
concept of genre continues to be viewed as a largely invisible
power, subordinate to the computational processes of programming,
graphics, and the making of a multimillion-dollar best seller.
Investigating the social and cultural implications of the Western
and noir genres in video games through two case studies-the
best-selling games Red Dead Redemption (2010) and L.A. Noire
(2011)-Humphreys demonstrates how the frontier myth continues to
circulate exceptionalist versions of the United States. Video games
spread the neoliberal and neocolonial ideologies of the genres even
as they create a new form of performative literacy that intensifies
the genres well beyond their originating historical contexts.
Manifest Destiny 2.0 joins the growing body of scholarship
dedicated to the historical, theoretical, critical, and cultural
analysis of video games.
At a time when print and film have shown the classic Western and
noir genres to be racist, heteronormative, and neocolonial, Sara
Humphreys's Manifest Destiny 2.0 asks why these genres endure so
prolifically in the video game market. While video games provide a
radically new and exciting medium for storytelling, most game
narratives do not offer fresh ways of understanding the world.
Video games with complex storylines are based on enduring American
literary genres that disseminate problematic ideologies, quelling
cultural anxieties over economic, racial, and gender inequality
through the institutional acceptance and performance of Anglo
cultural, racial, and economic superiority. Although game critics
and scholars recognize how genres structure games and gameplay, the
concept of genre continues to be viewed as a largely invisible
power, subordinate to the computational processes of programming,
graphics, and the making of a multimillion-dollar best seller.
Investigating the social and cultural implications of the Western
and noir genres in video games through two case studies-the
best-selling games Red Dead Redemption (2010) and L.A. Noire
(2011)-Humphreys demonstrates how the frontier myth continues to
circulate exceptionalist versions of the United States. Video games
spread the neoliberal and neocolonial ideologies of the genres even
as they create a new form of performative literacy that intensifies
the genres well beyond their originating historical contexts.
Manifest Destiny 2.0 joins the growing body of scholarship
dedicated to the historical, theoretical, critical, and cultural
analysis of video games.
When Kai Kelly inherits her estranged grandfather's estate in
Bliss, Idaho, life becomes anything but blissful. The discovery of
a beautiful but unusual ring in the attic, leads to much more than
she bargained for. Kai may not realize what she has in her
possession, but the boys in Hell sure got the message. Lucifer and
the six other princes of Hell, existed for several millennium
believing that the Ring of Solomon-an object with the power to
control demons- had been destroyed. However, the moment Kai slips
the ring on her finger, the tremor of it's power ripples through
the underworld. Knowing the ring's existence could mean the
destruction of all demons, Lucifer sends his six princes to earth
in search of the ring and it's bearer. There's one catch, a demon
can't take the ring from it's owner, it has to be given
willingly...or they have to be dead. Asmodeus, the Demon of Lust,
is happy to have another opportunity to visit the mortal world and
dally with a human female...or twelve. However, when he arrives on
earth, he realizes Lucifer made all the demons mortal in an effort
to keep them motivated, focused on their mission and immune from
the powers of the ring. When Asmodeus meets Kai along a deserted
section of highway in Magic Valley, it's more than the ring she
wears that catches his eye. He plans to woo the ring out from under
her but before long, the lines between lust and love blur. When the
other members of the brotherhood realize Asmodeus has found the
ring, they descend on Bliss, determined to get the ring from Kai at
any cost. When Asmodeus is faced with choosing between the
brotherhood and his one true love, he realizes the battle for Hell
is nothing compared to the battle for her heart.
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