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Despite distance and differences in culture, the early twentieth century was a time of literary cross-pollination between Ireland and Japan. Notably, the Irish poet and playwright William Butler Yeats had a powerful influence on Japanese letters, at the same time that contemporary and classical Japanese literature and theatre impacted Yeats’s own literary experiments. Citing an extraordinary range of Japanese and Irish texts, Aoife Hart argues that Japanese translations of Irish Gaelic folklore and their subsequent reception back in Ireland created collisions, erasures, and confusions in the interpretations of literary works. Assessing the crucial roles of translation and transnationalism in cross-cultural exchanges between the Celtic Revival and Japanese writers of the modern period, Hart proves that interlingual dialogue and folklore have the power to reconstruct a culture’s sense of heritage. Rejecting the notion that the Celtic Revival was inward and parochial, Hart suggests that, seeking to protect their heritage from the forces of globalization, the Irish adapted their understanding of heritage to one that exists within the transnational contexts of modernity – a heritage that is locally produced but internationally circulated. In doing so, Hart maintains that the cultural contact and translation between the East and West traveled in more than one direction: it was a dialogue presenting modernity’s struggles with cosmopolitanism, gender, ethnic identity, and transnationalism. An inspired exploration of transpacific literary criticism, Yeats scholarship, and twentieth-century Japanese literature, Ancestral Recall tracks the interplay of complex ideas across languages and discourses.
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Magic: The Gathering and its numerous editions, expansion decks, etc., receive the most press of any card game. These two new expansion sets, "Ice Age" and "Chronicles", add to the popularity of one of the best-selling science fiction/fantasy games.
In the only official strategy guide to Magic: The Gathering, players learn all of the secrets of the game, the hidden pitfalls, and glorious treasures. Illustrated with scores of screenshots from the game and actual reproductions of the game's cards, the book also includes a four-color section that shows all the new cards that are only available in the PC version of the game.
MacClade is a computer program for graphic and interactive analysis of phylogeny and character evolution for Apple Macintosh computers. It displays a cladogram and paints the branches to indicate reconstructed character evolution. The user can manipulate cladograms on screen as MacClade gives diagnostic feedback. Systematics and other evolutionary biologists can use its flexible and analytical tools to examine phylogenies or interpret character evolution in a phylogenetic context, yet its ease of use should allow students to grasp phylogenetic principles in an interactive environment. This is the user's manual.
A slick, encyclopedic guide to the 2,000 active games available online. This book is completely illustrated, cross-referenced, and formatted for easy use--with a unique rating system that lets users pre-screen their options, experiment with new games, and save time and money. Entries include a description of the featured game, listings of game sites and addresses, playing instructions, strategy tips, and visual images from the nets. (Communications /Networking)