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In this enjoyable and insightful book, Yi-Lin Yu takes the heated and ongoing feminist debate over motherhood and maternal subjectivity onto a new plane - in search of a new synthesis. With its specific focus on the three-tiered matrilineal narratives, Mother, She Wrote is distinguished by its complex and innovative deployment of psychoanalytic subject-relations theories, and a meticulous and detailed discussion of various literary texts, which calls forth a powerful reformulation of these narratives. One of the main strengths of this book is this simultaneous and tactful command of theory and literary practice. Apart from advocating the burgeoning development of women's writing of matrilineal narratives, the author also sheds new light on further research in the area of feminist motherhood and mothering.
An important issue related to the gaming industry is what factors can attract the consumers' attention to purchase and play the video games. The electronic game industry growth is radically accelerating and changing market conditions demand revision. As the competition to excel in the video game market increasingly becomes difficult for manufacturers, it is becoming more important for manufacturers and video game developers to understand what makes people play and buy games. Video game marketers must actively aid consumers by anticipating their wants, shaping their desires, and pointing the way to possible solutions. This book contributes to improving the characteristics of video games by identifying to what extent consumers' emotional responses and behaviors are directly affected by the gaming characteristics of interactivity and vividness. The framework of this book can be used to analyze and evaluate customer buying behavior of the various types of video games in the gaming industry.
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