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Despite being Ireland's national and first official language, Irish is marginalised and threatened as a community language. The dominant discourse has long dismissed the Irish language as irrelevant or even an obstacle to Ireland's progress. This book critiques that discourse and contends that the promotion of Irish and sustainable socio-economic development are not mutually exclusive aims. The author surveys historical and contemporary sources, particularly those used by the Irish historian J.J. Lee, and argues that the Irish language contributes positively to socio-economic development. He grounds this argument in theoretical perspectives from sociolinguistics, political economy and development theory, and suggests a new theoretical framework for understanding the relationship between language and development. The link between the Irish language and Ireland's socio-economic development is examined in a number of case studies, both within the traditional Irish-speaking Gaeltacht communities and in urban areas. Following the spectacular collapse of the Irish economy in 2008, this critical challenge to the dominant discourse on development is a timely and thought-provoking study.
Argues that competition is inherently destructive and that competitive behavior is culturally induced, counter-productive, and causes anxiety, selfishness, self-doubt, and poor communication.
Photography's great success gives the impression that the major questions that have haunted the medium are now resolved. On the contrary, the most important questions about photography are just beginning to be asked. These fourteen essays, with over 200 illustrations, critically examine prevailing beliefs about the medium and suggest new ways to explain the history of photography. They are organized around the questions: What are the social consequences of aesthetic practice? How does photography construct sexual difference? How is photography used to promote class and national interests? What are the politics of photographic truth? The Contest of Meaning summarizes the challenges to traditional photographic history that have developed in the last decade out of a consciously political critique of photographic production. Contributions by a wide range of important Americans critics reexamine the complex—and often contradictory—roles of photography within society. Douglas Crimp, Christopher Phillips, Benjamin Buchloh, and Abigail Solomon Godeau examine the gradually developed exclusivity of art photography and describe the politics of canon formation throughout modernism. Catherine Lord, Deborah Bright, Sally Stein, and Jan Zita Grover examine the ways in which the female is configured as a subject, and explain how sexual difference is constructed across various registers of photographic representation. Carol Squiers, Esther Parada, and Richard Bolton clarify the ways in which photography serves as a form of mass communication, demonstrating in particular how photographic production is affected by the interests of the powerful patrons of communications. The three concluding essays, by Rosalind Krauss, Martha Rosler, and Allan Sekula, critically examine the concept of photographic truth by exploring the intentions informing various uses of "objective" images within society.
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Teach children about two extraordinary events in history when the God of the Bible proved himself to be the one true God. Kids today are faced with a huge range of different views on who God is (or isn't). How can they be sure who's got it right? This beautifully illustrated hardback storybook for children aged 3-6 is written by the team behind The Garden, the Curtain and the Cross. It retells two extraordinary events in history when the God of the Bible proved himself to be the one true God. First it takes children back to Elijah's time and the gripping "God contest" between the God of the Bible, Yahweh, and the false god Baal. Then it fast-forwards to a different mountain and another "God contest" at an empty tomb. Once the evidence is examined, it invites kids, in a world of so many options, to decide with confidence to join Team Jesus.
The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways. This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
This book describes the theory structure underlying contests, in which players expend effort and/or spend money in trying to get ahead of one another. Uniquely, this effort is sunk and cannot be recovered, regardless of whether a player wins or loses in the competition. Such interactions include diverse phenomena such as marketing and advertising by firms, litigation, relative reward schemes in firms, political competition, patent races, sports, military combat, war and civil war. These have been studied in the field of contest theory both within these specific contexts and at a higher level of abstraction. The purpose of this book is to describe the fundamental common properties of these types of interactions and to uncover some common properties or laws that govern them. The book begins by describing the properties of static contests and tournaments. Aspects such as timing, entry, sabotage and delegation are added and contest design issues such as the admission or exclusion of players and the structure of prizes are discussed. Further, structures are analysed in which players interact repeatedly in the same or different contest environments. Examples are inter-group conflict followed by intra-group rivalry, elimination tournaments and other dynamic contest structures.
Written originally for a special issue of The New Yorker and reissued here with a new forward by the author, Within the Context of No Context is George W. S. Trow's brilliant exposition on the state of American culture and twentieth-century life. Published to widespread acclaim, Within the Context of No Context became an immediate classic and is, to this day, a favorite work of writers and critics alike. Both a chilling commentary on the times in which it was written and an eerie premonition of the future, Trow's work locates and traces, describes and analyzes the components of change in contemporary America -- a culture increasingly determined by the shallow worlds of consumer products, daytime television, and celebrity heroes. "This elegant little book is essential reading for anyone interested in the demise, the terminal silliness, of our culture." -- John Irving, The New York Times Book Review; "In this elegant, poignant essay, written with the grace of a master stylist, George Trow articulates the accelerated impermanence of American culture with a precision that is both flaunting and devastating." -- Rudy Wurlitrer; "Within the Context of No Context is a masterpiece of the century that belongs on a shelf next to Theodore Adorno's Minima Moralia and Guy Debord's The Society of the Spectacle." -- Michael Tolkin; "Within the Context of No Context may appear to be a book of the mind, for it is suffused with such a keen intelligence, but it is actually a book of the heart -- passionate, brave, and stirring." -- Sue Halpern.
This volume aims at offering a critical reassessment of the progress made in Homeric research in recent years, focussing on its two main trends, Neonalysis and Oral Theory. Interpreting Homer in the 21st century asks for a holistic approach that allows us to reconsider some of our methodological tools and preconceptions concerning what we call Homeric poetry. The neoanalytical and oral 'booms', which have to a large extent influenced the way we see Homer today, may be re-evaluated if we are willing to endorse a more flexible approach to certain scholarly taboos pertaining to these two schools of interpretation. Song-traditions, formula, performance, multiformity on the one hand, and Motivforschung, Epic Cycle on the other, may not be so incompatible as we often tend to think.