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Based upon Ajit Maan's groundbreaking theory of Internarrative Identity, this collection focuses upon redefining self, slave narrative, the black Caribbean diaspora, and cyberspace to explore the interconnection between identity and life experience as expressed through personal narrative.
A tour de force of scholarship and major contribution to the history of thought concerning the nature of personal identity, Internarrative Identity: Placing the Self asks how identity is created and examines the history of conceptions of the self, from Aristotle to Postmodernism, to find the answers. Ultimately, Maan discovers that the human capacity for self-creation exists in what have previously been problematic areas of experience—conflict, marginalization, disruption, exclusion, subversion, deviation and contradiction.
This volume seeks to explore the idea of identity as a flexible center of events around which aspects of the self and events in the outside world are organized. Historically, in much of the literature, identity was conceptualized as a somewhat fixed, unchanging construct. Scholars now have a greater awareness of more nuanced theories about identity and there is a greater willingness to accept that identity is not fixed, concrete, and permanent, but rather evolving and fluid. Although this volume discusses a wide variety of aspects of identity as it flexibly changes during adulthood in the face of numerous experiences, it is really addressing one key question. How adaptive and fluid is identity and how can we know ourselves as both continuing and changing? Exploring these ideas raises the importance of future research on adult identity. With a firm grounding in the historical and theoretical background of identity research, this volume begins by defining identity and the psychological “self” as a center around which the person’s behaviors and self-concepts revolve. The following chapters gather the wisdom of many writers who all accepted the challenge of talking about creating a flexible adult self and identity during adulthood. They come at this challenging question from many different perspectives using different tools. Some survey existing literature and theory, then summarize prior work in a meaningful way. Some discuss their own research; some reflect on personal experiences that have demanded a flexible identity. Also included in the coverage are discussions of methodology and validity issues for studies and scales of identity. With its dual focus on research and applied fields ranging across social and personality psychology, industrial/occupational psychology, cross-cultural psychology, mental health, existential issues, relationships, and demographic categories, Identity Flexibility During Adulthood: Perspectives on Adult Development is a fascinating and complex resource for psychologists, sociologists, anthropologists, gerontologists, and all those interested in our changing identities.
Paul Ricœur has been one of the most influential and intellectually challenging philosophers of the last century, and his work has contributed to a vast array of fields: studies of language, of history, of ethics and politics. However, he has up until recently only had a minor impact on the philosophy of technology. Interpreting Technology aims to put Ricœur’s work at the centre of contemporary philosophical thinking concerning technology. It investigates his project of critical hermeneutics for rethinking established theories of technology, the growing ethical and political impacts of technologies on the modern lifeworld, and ways of analysing global sociotechnical systems such as the Internet. Ricœur’s philosophy allows us to approach questions such as: how could narrative theory enhance our understanding of technological mediation? How can our technical practices be informed by the ethical aim of living the good life, with and for others, in just institutions? And how does the emerging global media landscape shape our sense of self, and our understanding of history? These questions are more timely than ever, considering the enormous impact technologies have on daily life in the 21st century: on how we shape ourselves with health apps, how we engage with one-another through social media, and how we act politically through digital platforms.
Fallible Man is the second book in Paul Ricoeur’s early trilogy on the will and the most accessible of his early writings. While the descriptive approach of Freedom and Nature set aside all normative questions, Fallible Man removes those brackets to examine the bad will, asking what makes evil a possibility. Combining rigor and originality, Ricoeur locates the possibility of evil in a self that is fundamentally in conflict with itself. Edited by Scott Davidson, A Companion to Ricoeur's Fallible Man clarifies and contextualizes the central arguments developed in Ricoeur’s philosophy of the will, providing insight into his formative influences and themes. The collection gathers an international group of scholars who specialize in Ricoeur’s thought to shed light on an impressive range of themes from Fallible Man that resonate with contemporary debates in philosophy and religion.
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
This book aims to analyze contexts and perspectives in the relationships between environmental sustainability, human development and organizations. The book combines different scientific approaches for enhancing our understanding of environmental sustainability, development economics and evaluate what the actual conditions in emerging economies are and how developing new process could improve the well-being of developing countries. Employing a collaborative and interdisciplinary approach, the authors work to determine the main related factors and outcomes of the relationship between challenges and new strategies in the environmental sustainability, ultimately seeking to guide public policies to enhance the welfare of the population of an emerging economy.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
"Digital Religion refers to the contemporary practice and understanding of religion in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field recognize that religion has been influenced by its engagement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field. Because of the interdisciplinary nature of the project, the Handbook is led by co-editors representing the humanistic and social scientific fields of religious studies and communication, though both also have experience in how those disciplines intersect"--
This book discusses the active relationship among the mechanics of memory, visual practices, and historical narratives. Reflection on memory and its ties with historical narratives cannot be separated from reflection on the visual and the image as its points of reference which function in time. This volume addresses precisely that temporal aspect of the image, without reducing it to a neutral trace of the past, a mnemotechnical support of memory. As a commemorative device, the image fixes, structures, and crystalizes memory, turning the view of the past into myth. It may, however, also stimulate, transform, and update memory, functioning as a matrix of interpretation and understanding the past. The book questions whether the functioning of the visual matrices of memory can be related to a particular historical and geographical scope, that is, to Central and Eastern Europe, and whether it is possible to find their origin and decide if they are just local and regional or perhaps also Western European and universal. It focuses on the artistic reflection on time and history, in the reconstructions of memory due to change of frontiers and political regimes, as well as endeavours to impose some specific political structure on territories which were complex and mixed in terms of national identity, religion and social composition. The volume is ideal for students and scholars of memory studies, history and visual studies.