Just Gaming


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But It's Just a Game


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"But Mom, it's just a game." Meet Jasper! A young boy who is totally absorbed with playing video games... "With my game controller in my hands, I'm the boss of my whole world! I can be who I want and do as I please. I can get the highest score. I get all the chances that I need. If I make a mistake it's ok. Everyone thinks I'm 'it on a stick!' And the bad stuff all goes away." Video game addiction is on the rise, but it can be prevented. This creative story book teaches both kids and adults how to switch out their game controller for a "life controller." Video gaming is becoming a part of our culture, and we must be strategic in creating a healthy gaming balance.




Tele-advising


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Drawing on feminist, postmodern, and psychoanalytic theories, White traces the impact of television's therapeutic and confessional discourses on family construction and consumer culture. In a comprehensive analysis of cable, network, and syndicated progra




In Defense of Lost Causes


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The renowned philosophical sharpshooter looks for the kernel of truth in the fascist politics of the past—offering an adrenaline-fueled manifesto for universal values. Is global emancipation a lost cause? Are universal values outdated relics of an earlier age? In fear of the horrors of totalitarianism, should we submit ourselves to a miserable third way of economic liberalism and government-as-administration? In this combative major work, philosophical sharpshooter Slavoj Žižek takes on the reigning ideology with a plea that we should re-appropriate several “lost causes”—and look for the kernel of truth in the “totalitarian” politics of the past. Examining Heidegger’s seduction by fascism and Foucault’s flirtation with the Iranian Revolution, he suggests that these were the “right steps in the wrong direction.” He argues that while the revolutionary terror of Robespierre, Mao, and the Bolsheviks ended in historic failure and monstrosity, this is not the whole story. There is, in fact, a redemptive moment that gets lost in the outright liberal-democratic rejection of revolutionary authoritarianism and the valorization of soft, consensual, decentralized politics. Žižek claims that, particularly in light of the forthcoming ecological crisis, we should reinvent revolutionary terror and the dictatorship of the proletariat in the struggle for universal emancipation. We need to courageously accept the return to this Cause—even if we court the risk of a catastrophic disaster. In the words of Samuel Beckett: “Try again. Fail again. Fail better.”




Hearts and Creeds


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Sports, Media, and Society


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Whether espoused by sports leagues, teams, or individual athletes, social issues are part of the sporting world fabric. The sports media often plays the gatekeeper, deciding how messages are presented and to what extent they’re covered—if at all. Sports, Media, and Society investigates the impact of societal issues in sports and how the media reports those stories. Why does the sports media operate in the manner that it does, and what’s the impact of its decisions on the audience? With Sports, Media, and Society, there is now a resource that combines mainstay class discussion points, current case studies, and theoretical and historical foundations in one comprehensive text. The book’s 34 chapters are each short and concise—a format preferred by instructors—covering a wide range of topics and easily digestible for students. Part I covers sports media history and the media’s role as gatekeeper. Chapters explore the history and evolution of various media—newspapers, magazines, radio, television, and social media—and the business of and competition between sports media entities. Case studies examine NBC’s Olympics coverage and the nimbleness of Sports Illustrated in the digital space. Part II showcases television’s impact on how fans follow sports. Discussions include ABC’s Wide World of Sports, which exposed viewers to events around the globe; ESPN’s foray into 24/7 sports coverage; and Fox Sports’ shocking NFL deal, which marked a new era in media rights negotiations and sports broadcasting technologies. The intersection of sports and social issues is the focus of part III. Numerous issues are addressed, punctuated by case studies involving key players and events related to each topic. Cases concerning Colin Kaepernick, USWNT (and coverage of women’s sports generally), LGBTQ+ issues, and obstacles faced by women working in sports media are highlights, while examinations of social identity theory and framing provide context on how people identify with specific groups and how the media influences opinions. Athletes and sport entities are constantly in the news—not always in a positive light. Part IV addresses crisis management and communication, featuring case studies about Tiger Woods, Lance Armstrong, LeBron James (The Decision), Kobe Bryant (his death and the misreporting of facts surrounding it), and the Houston Astros sign-stealing scandal. The text concludes with part V, which explores emerging trends in sports media and society. Through social media, virtually anyone can become a thought leader (wresting control from traditional outlets), and teams and athletes can dialogue directly with fans, effectively sidelining sports journalists. Chapters on the formerly taboo subjects of athlete mental health and sports wagering, as well as the exploding popularity of esports, round out the text. Sports shape our culture in numerous ways, and the sports media plays a transformative role in how it occurs. Sports, Media, and Society prepares tomorrow’s sports journalists and communicators to venture beyond the how-tos of developing content to understanding the whys behind it.




Ethics and Game Design: Teaching Values through Play


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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.







World of Warcraft and Philosophy


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World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike. ''




Game Addiction


Book Description

An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.