Playful identities - eBook (9789048523030)

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In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by whi...

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Playful identities - eBook (9789048523030)
Playful identities - eBook (9789048523030)
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
39,99
Transformations of Identity and Society in Anglo-Saxon Essex - Alexander D. Mirrington - eBook (9789048529605)
Transformations of Identity and Society in Anglo-Saxon Essex - Alexander D. Mirrington - eBook (9789048529605)
This book presents the results of a comprehensive archaeological study of early medieval Essex (c.AD 400-1066). This region provides an important case study for examining coastal societies of north-western Europe. Drawing on a wealth of new data, the author demonstrates the profound influence of maritime contacts on changing expressions of cultural affiliation. It is argued that this Continental orientation reflects Essex's long-term engagement with the emergent, dynamic North Sea network. The wide chronological focus and inclusive dataset enables long-term socio-economic continuity and transformation to be revealed. These include major new insights into the construction of group identity in Essex between the 5th and 11th centuries and the identification of several previously unknown sites of exchange. The book also presents the first full archaeological study of Essex under 'Viking' rule.
94,99
Making Media - eBook (9789048540150)
Making Media - eBook (9789048540150)
'Making Media' uncovers what it means and what it takes to make media, focusing on the lived experience of media professionals within the global media, including rich case studies of the main media industries and professions: television, journalism, social media entertainment, advertising and public relations, digital games, and music. This carefully edited volume features 35 authoritative essays by 53 researchers from 14 countries across 6 continents, all of whom are at the cutting edge of media production studies. The book is particularly designed for use in coursework on media production, media work, media management, and media industries. Specific topics highlighted: the history of media industries and production studies; production studies as a field and a research method; changing business models, economics, and management; global concentration and convergence of media industries and professions; the rise and role of startups and entrepreneurship; freelancing in the digi…
27,99
Educational mobility of second-generation Turks - Phillipp Schnell - eBook (9789048523184)
Educational mobility of second-generation Turks - Phillipp Schnell - eBook (9789048523184)
This volume investigates educational inequalities among children of Turkish immigrants in Austria, France, and Sweden. One of the largest immigrant groups in these countries, Turks nonetheless face discrimination and limited opportunities, and this study shows how those problems play out in education. One of its key findings is that systems that provide more favorable institutional arrangements lead to greater economic mobility in the second generation. -Philipp Schnell is a Post-Doctoral researcher at the Austrian Academy of Sciences and affiliated researcher at the Swiss Forum for Migration and Population Studies.
78,99
Identity Games Wildlife Weetjeskwartet
Identity Games Wildlife Weetjeskwartet
Identity Games Wildlife kwartet Identity Games Wildlife kwartet\\ Dit Wildlife kwartet is niet alleen een super leuk spel, het is ook erg leerzaam. Op de kaarten staan interessante weetjes en afbeeldingen van wilde dieren uit Afrika.\\ Specificaties:\\ Kleur: multicolor\\ Materiaal: karton\\ Geslacht: junior\\ Afmetingen verpakking: 14 x 10 x 4 cm\\ Aantal spelers: 2-4\\ Taal: Nederlands\\ Geschatte speeltijd: 20 minuten\\ Geschikt voor kinderen vanaf 6 jaar.\\ Inhoud:\\ 38 Kaarten\\
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Identity Games Escape Room The Game: Uitbreidingsset Wild West Express Bordspel Travel/adventure
Identity Games Escape Room The Game: Uitbreidingsset Wild West Express Bordspel Travel/adventure
Identity Games uitbreiding Escape Room The Game Wild West Express Identity Games Escape Room The Game uitbreiding\\ Uitbreidingsset voor Escape Room The Game. Let op: basisspel nodig om te spelen!\\ Jullie ontspannen rit met de Wild West Express wordt abrupt verstoord wanneer de trein wordt aangevallen door een bende bandieten. Jullie proberen ze nog te verjagen, maar zonder succes. Wanneer de bandieten jullie naar de gevangeniswagon slepen horen jullie hun leider roepen: “Oké jongens! Grijp wat je grijpen kan en spring weer op je paard, voordat deze trein het ravijn in stort!”\\ Specificaties:\\ Kleur: multicolor\\ Geslacht: unisex\\ Materiaal: papier, karton\\ Afmetingen verpakking: 19,3 x 13,2 x 4 cm (lxbxh)\\ Taal: Nederlands\\ Aantal spelers: 3-5\\ Geschatte speeltijd: 60 minuten\\ Leeftijd: 16+\\ Inhoud:\\ Spelborden\\ Diverse spelmaterialen\\ 3 Enveloppen met inhoud\\ 8 Hintkaarten\\
13,45
Identity Games Sealife Weetjeskwartet
Identity Games Sealife Weetjeskwartet
Identity Games Sealife kwartet Identity Games Sealife kwartet\\ Dit Sealife kwartet is niet alleen een super leuk spel, het is ook erg leerzaam. Op de kaarten staan interessante weetjes en afbeeldingen van wilde dieren in de oceaan.\\ Specificaties:\\ Kleur: multicolor\\ Materiaal: karton\\ Geslacht: junior\\ Afmetingen verpakking: 14 x 10 x 4 cm\\ Aantal spelers: 2-4\\ Taal: Nederlands\\ Geschatte speeltijd: 20 minuten\\ Geschikt voor kinderen vanaf 6 jaar.\\ Inhoud:\\ 38 Kaarten\\
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The Handbook of Privacy Studies - eBook (9789048540136)
The Handbook of Privacy Studies - eBook (9789048540136)
'The Handbook of Privacy Studies' is the first book in the world that brings together several disciplinary perspectives on privacy, such as the legal, ethical, medical, informatics and anthropological perspective. Privacy is in the news almost every day: mass surveillance by intelligence agencies, the use of social media data for commercial profit and political microtargeting, password hacks and identity theft, new data protection regimes, questionable reuse of medical data, and concerns about how algorithms shape the way we think and decide. This book offers interdisciplinary background information about these developments and how to understand and properly evaluate them. The book is set up for use in interdisciplinary educational programmes. Each chapter provides a structured analysis of the role of privacy within that discipline, its characteristics, themes and debates, as well as current challenges. Disciplinary approaches are presented in such a way that students and resea…
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Identity Games Escape Room The Game uitbreidingsset The Break-In
Identity Games Escape Room The Game uitbreidingsset The Break-In
Identity Games Escape Room The Game uitbreidingsset The Break-InUitbreiding voor Escape Room The Game. Morgen is de opening van de nieuwe tentoonstelling van de beroemde kunstenares Flora Galow, waarin onder andere haar nieuwste meesterwerk te bezichtigen valt. Het publiek heeft het werk nog niet gezien – en als het aan jou en je team ligt, zal dat ook niet gebeuren. Want als alles vannacht goed gaat, bewondert iedereen morgen een niet van echt te onderscheiden replica.
12,95

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In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.

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