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DigiCat Publishing presents to you this special edition of "The Library of Entertainment: Handbook" by John Chilton Scammell. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
Chapters 1-5 by Richard Verow, chapters 6-9 and appendix A by Nick Kanaar, chapters 10-13 and appendix B by Estelle Overs, chapters 14-17 by Vincent Scheurer and appendix C by TIGA, Sarassin LLP and Osbourne Clarke.
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.
"This reference provides a review of the academic and popular literature on the relationship between communications and media studies, cinema, advertising, public relations, religion, food tourism, art, sports, technology, culture, marketing, and entertainment practices"--
Named a best book of the year by Kirkus Reviews, The Library of Ever is an instant classic for middle grade readers and booklovers everywhere—an adventure across time and space, as a young girl becomes a warrior for the forces of knowledge. With her parents off traveling the globe, Lenora is bored, bored, bored—until she discovers a secret doorway into the ultimate library. Mazelike and reality-bending, the library contains all the universe’s wisdom. Every book ever written, and every fact ever known, can be found within its walls. And Lenora becomes its newly appointed Fourth Assistant Apprentice Librarian. She rockets to the stars, travels to a future filled with robots, and faces down a dark nothingness that wants to destroy all knowledge. To save the library, Lenora will have to test her limits and uncover secrets hidden among its shelves. An Imprint Book An Amazon Best Book of the Month One of Kirkus Reviews’ Best Books of the Year “Unusually clever.” —Kirkus Reviews, starred review “Zeno Alexander's The Library of Ever reads like someone mixed Neil Gaiman with Chris Grabenstein, then threw in an extra dash of charm. Reading it is like getting lost in an entire library full of books, and never wanting to leave!” —James Riley, New York Times bestselling author of the Story Thieves series “Full of whimsy and pluck, The Library of Ever is a total delight!” —Wendy Mass, New York Times bestselling author
The Entertainment Formula will answer your biggest questions as well as many questions you never knew you needed to ask. Most importantly, it provides the tools necessary to be the one to get the job.
Set in an incarceration camp where the United States cruelly detained Japanese Americans during WWII and based on true events, this moving love story finds hope in heartbreak. To fall in love is already a gift. But to fall in love in a place like Minidoka, a place built to make people feel like they weren’t human—that was miraculous. After the bombing of Pearl Harbor, Tama is sent to live in a War Relocation Center in the desert. All Japanese Americans from the West Coast—elderly people, children, babies—now live in prison camps like Minodoka. To be who she is has become a crime, it seems, and Tama doesn’t know when or if she will ever leave. Trying not to think of the life she once had, she works in the camp’s tiny library, taking solace in pages bursting with color and light, love and fairness. And she isn’t the only one. George waits each morning by the door, his arms piled with books checked out the day before. As their friendship grows, Tama wonders: Can anyone possibly read so much? Is she the reason George comes to the library every day? Maggie Tokuda-Hall’s beautifully illustrated, elegant love story features a photo of the real Tama and George—the author’s grandparents—along with an afterword and other back matter for readers to learn more about a time in our history that continues to resonate.
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--
"Life, Death, and Entertainment in the Roman Empire gives those who have a general interest in Roman antiquity a starting point informed by the latest developments in scholarship for understanding the extraordinary range of Roman society. Family structure, gender identity, food supply, religion, and entertainment are all crucial to an understanding of the Roman world. As views of Roman history have broadened in recent decades to encompass a wider range of topics, the need has grown for a single volume that can offer a starting point for all these diverse subjects, for readers of all backgrounds."--Page 4 of cover.