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This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.
Named One of the Year's Best Books by VULTURE • THE NEW REPUBLIC • DAZED • WIRED • BLOOMBERG • ESQUIRE • SALON • THE NEXT BIG IDEA CLUB The history of Silicon Valley, from railroads to microchips, is an “extraordinary” story of disruption and destruction, told for the first time in this comprehensive, jaw-dropping narrative (Greg Grandin, Pulitzer Prize-winning author of The End of the Myth). Palo Alto’s weather is temperate, its people are educated and enterprising, its corporations are spiritually and materially ambitious and demonstrably world-changing. Palo Alto is also a haunted toxic waste dump built on stolen Indian burial grounds, and an integral part of the capitalist world system. In PALO ALTO, the first comprehensive, global history of Silicon Valley, Malcolm Harris examines how and why Northern California evolved in the particular, consequential way it did, tracing the ideologies, technologies, and policies that have been engineered there over the course of 150 years of Anglo settler colonialism, from IQ tests to the "tragedy of the commons," racial genetics, and "broken windows" theory. The Internet and computers, too. It's a story about how a small American suburb became a powerful engine for economic growth and war, and how it came to lead the world into a surprisingly disastrous 21st century. PALO ALTO is an urgent and visionary history of the way we live now, one that ends with a clear-eyed, radical proposition for how we might begin to change course.
For more than 40 years, Computerworld has been the leading source of technology news and information for IT influencers worldwide. Computerworld's award-winning Web site (Computerworld.com), twice-monthly publication, focused conference series and custom research form the hub of the world's largest global IT media network.
This volume combines the proceedings of the 1987 SEI Conference on Software Engineering Education, held in Monroeville, Pennsylvania on April 30 and May 1, 1987, with the set of papers that formed the basis for that conference. The conference was sponsored by the Software Engineering Institute (SEI) of Carnegie-Mellon University. SEI is a federally-funded research and development center established by the United States Department of Defense to improve the state of software technology. The Education Division of SEI is charged with improving the state of software engineering education. This is the third volume on software engineering education to be pub lished by Springer-Verlag. The first (Software Engineering Education: Needs and Objectives, edited by Tony Wasserman and Peter Freeman) was published in 1976. That volume documented a workshop in which educa tors and industrialists explored needs and objectives in software engineering education. The second volume (Software Engineering Education: The Educational Needs of the Software Community, edited by Norm Gibbs and Richard Fairley) was published in 1986. The 1986 volume contained the proceedings of a limited attendance workshop held at SEI and sponsored by SEI and Wang Institute. In contrast to the 1986 Workshop, which was limited in attendance to 35 participants, the 1987 Conference attracted approximately 180 participants.