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The Politics of Hunger The Global Food System

Struggling With Development The Politics Of Hunger And Gender In The Philippines

The Psychology of Video Games

Disability the Media and the Paralympic Games

Simulations in the Political Science Classroom Games without Frontiers

Vintage Games An Insider Look at the History of Grand Theft Auto Super Mario and the Most Influential Games of All Time

The Video Game Debate 2 Revisiting the Physical Social and Psychological Effects of Video Games

Games of History Games and Gaming as Historical Sources

GBP 35.99
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Tourism at the Olympic Games Visiting the World

Hunger for Connection Finding Meaning in Eating Disorders

Digital Games as History How Videogames Represent the Past and Offer Access to Historical Practice

Games and Play in the Creative Smart and Ecological City

Games and Play in the Creative Smart and Ecological City

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies media studies play studies architecture landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies play studies landscape architecture (and allied design fields) urban geography and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4. 0 license available at http://www. taylorfrancis. com/books/e/9781003007760

GBP 36.99
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Routledge Handbook of the Olympic and Paralympic Games

Routledge Handbook of the Olympic and Paralympic Games

This handbook offers an important and timely contribution to the interdisciplinary field of Olympic studies. It brings together for the first time in a single volume a complete analysis of current and future economic commercial socio-political cultural and governance challenges facing both the Olympic and Paralympic Games their athletes and institutions. The book presents new research and broad surveys exploring pressing debates challenges and possible solutions surrounding the modern Olympic and Paralympic Games across diverse socioeconomic and political contexts. Featuring chapters written by leading scholars athletes and administrators from a range of disciplines and backgrounds the handbook is divided into four main areas: athletes business governance and socio-cultural issues within the Olympic and Paralympic Games. Examining key themes theories and new emerging issues within the field the book offers expert insights into every major topic related to the Olympic and Paralympic Games including doping integrity athletes’ rights culture nationality sponsorship branding governance sports policy and law marketing social media technology e-sports politics ethics international relations legacy and impact. The only up-to-date handbook to reflect the true breadth and depth of this international field of research the Routledge Handbook of the Olympic and Paralympic Games is a landmark publication for all students and scholars of sport studies as well as those working in sport business media event management and administration economics marketing management politics Olympic studies and cultural studies. It is also an important resource for sport management practitioners and sports officials.

GBP 42.99
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The 1984 Los Angeles Olympic Games Assessing the 30-Year Legacy

Understanding Video Games The Essential Introduction

The Olympic Winter Games at 100 Challenges Complexities and Legacies

101 Playground Games A Collection of Active and Engaging Playtime Games for Children

101 Playground Games A Collection of Active and Engaging Playtime Games for Children

101 Playground Games is a collection of active and engaging school playground games that will encourage active learning and social development among children at playtime this second edition has been updated to include a wealth of new games from around the world. The school playground plays a crucial role in developing all aspects of children’s behaviour and interpersonal learning and yet there is a growing awareness that children today do not play in the same sociable ways as previous generations. Encouraging children to play games can be hugely beneficial not only for their physical health but also for their social emotional and mental health. This brilliant resource includes a practical toolkit of photocopiable and downloadable materials along with clear instructions for adults on how to organise a range of different types of games including: • traditional games • chasing and catching games • singing and dancing games • skipping games and rhymes • parachute games • quiet games • co-operative games Ideal for teachers lunchtime supervisors breakfast and after school club leaders as well as group leaders for organisations such as scouts or guides to promote lively and enjoyable games this book is particularly suited to children aged 5–11 years but can easily be adapted for older children. 101 Playground Games is a book that will make any playtime a richer experience for all. | 101 Playground Games A Collection of Active and Engaging Playtime Games for Children

GBP 27.99
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The Foley Grail The Art of Performing Sound for Film Games and Animation

The Foley Grail The Art of Performing Sound for Film Games and Animation

This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium be it film television radio podcasts animation or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed crafted and edited for any project down to the nuts and bolts of spotting cueing and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts hot tips and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games television broadcasting and animation as well as what is new in sound for media education A multitude of sound recipes that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films shows games and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work video tutorials of specific Foley techniques lectures from the author and more. | The Foley Grail The Art of Performing Sound for Film Games and Animation

GBP 36.99
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The Essential Guide to Game Audio The Theory and Practice of Sound for Games

Representing Conflicts in Games Antagonism Rivalry and Competition

Gaming Disability Disability Perspectives on Contemporary Video Games

The Complete Guide to Photorealism for Visual Effects Visualization and Games