Language educators are increasingly taking advantage of developments in technology to explore the use of computer games. This book investigates this phenomenon and examines the relationship between te
Examining cases in educational technology from computer assisted instruction to MOOCs, this volume shows how social interests frame reform programs and realign organizational and pedagogical strategie
The computer gaming industry is on the rise, but has been ignored by the marketing industry. The authors describe the computer gaming scene, how brands and advertising can be used, cultural trends, de
02 Roy G. Saltman traces the evolution of voting technology, highlighting how the antiquated systems in use today are a legacy of the industrial revolution and the early computer revolution of the 195
Modern views of the First World War have long been shaped by literature, film and television. However, the interactive nature of computer games is changing how such events are portrayed. The First Wor
Computer Organisation and Architecture provides a concise, gently paced, introduction to how computers work, and explains how the various hardware components are organised and interconnected to provid
Few industries fit the description of high turbulence and high velocity better than the computer games industry. Relatively young, rapidly evolving, and frequently experiencing disruptive innovation,
A comprehensive guide to why major companies with a heritage in electronics failed to establish themselves as leaders in the computer industry. Uses case studies to analyze the efforts of GE, RCA, Eng
Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's
Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized
This book explores language teacher development in computer-assisted language learning (CALL) environments and discusses approaches, tasks and resources that can guide language teachers to develop the
Gaming lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at
This book is a collection of specially commissioned chapters from philosophers, economists, political and behavioral economists, cognitive and organizational psychologists, computer scientists, sociol
Avatars through which players experience computer games can virtually resurrect deceased members of the player's family, to become spiritual mentors for the player, to memorialize lost loved ones, and
Our digital technologies have inspired new ways of thinking about old religious topics. Digitalists include computer scientists, transhumanists, singularitarians, and futurists. Writers such as Morave
It is common for us today to associate the practice of science primarily with the act of seeing—with staring at computer screens, analyzing graphs, and presenting images. We may notice that physicians
This book investigates the structure, ontogeny, and evolution of the Old English poemBeowulf through the use of “lexomic” methods of computer-assisted statistical analysis. Our results are, to date, t
Organizational executives must change the way they think about how to invest in and manage IT if they want to get lasting value from computer-based innovations. The old way of thinking has not served
A comprehensive survey of green media and popular culture, introducing the key debates surrounding green interpretations of film, TV, journalism, comedy, music and computer games. It is an original an
A comprehensive survey of green media and popular culture, introducing the key debates surrounding green interpretations of film, TV, journalism, comedy, music and computer games. It is an original an
Explores all aspects of interpersonal communication at work, from face-to-face meetings to new forms of computer mediated communication such as social media. Will help the reader achieve skilled inter
Software, Animation and the Moving Image brings a unique perspective to the study of computer-generated animation by placing interviews undertaken with animators alongside an analysis of the user inte
The enactive approach is a growing movement in cognitive science that replaces the classical computer metaphor of the mind with an emphasis on biological embodiment and social interaction as the sourc
The Asian continent which is composed of tiger and emerging economies, is both a big producer and consumer of computer mediated communication. Research on cyberspace in the Asian context, however, beg
Cinema's influence on games is a widely researched topic within digital media and games studies, yet the impact that computer games have had on film is still largely under-explored. Gaming Film sets o
The internet, smartphones, computer self-help programmes and other technological advances are the new frontiers of suicide prevention, with organisations around the world rapidly expanding these servi
The internet, smartphones, computer self-help programmes and other technological advances are the new frontiers of suicide prevention, with organisations around the world rapidly expanding these servi
This book presents the first computer program, called KINSHIP, automating the task of componential analysis of kinship vocabularies. KINSHIP accepts as input the kin terms of a language with their att
Written for a wide range of mathematical abilities this book emphasizes the conceptual aspects of decision-making rather than mathematical techniques or computer methods. It shows how hard 'OR' incorp
Since its invention in the nineteenth century, detective fiction has never been more popular, In novels, short stories, films, radio, television and now in computer games, private detectives and psyc
Written in hypertext and read from a computer, hypertext novels exist as a collection of textual fragments, which must be pieced together by the reader. The Possible Worlds of Hypertext Fiction offers
Designed to support a student in studying programming. This book has to be used alongside a book teaching programming language, or in alongside a formal course. The book mirrors the conceptual and dev
Videography is an attempt to discover the conditions under which it is possible to speak, write and teach about the electronic media. It provides a materialist account of video and computer media as t
This edited volume explores studying second languages abroad by critically and constructively reviewing established programming, providing theoretical and research-informed support for pedagogical and
This text covers the basic theory and computation for mathematical modeling in linear programming. It provides a strong background on how to set up mathematical proofs and high-level computation metho
The Formation of Gaming Culture describes how games played on computers became computer games. By analysing the first gaming magazines, which were published in Britain in the 1980s, it shows how a cul
Our experience of the physical world around us, and of the social environments in which we function, is increasingly mediated by information and communication technology, which is itself evolving ever
?Many of the project management methods and techniques of the past are still being used today, even though the technology, management and environment have changed. Information Technology Project Manag
This book sets out to show that modern-day fears about the supposed moral threat posed to the young by violent movies or interactive computer games have their roots in nineteenth-century anxieties abo
This book centers on the power of mythical narratives and technology in creating the idea of a world that should be purged. The introduction of sin, the fall and other disruptive conflict have led man