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UNVEILING WESTEROS: THE ULTIMATE GUIDE FOR UNLOCKING THE PSYCHOLOGY, SYMBOLISM, MEANINGS AND MOTIVATIONS OF GAME OF THRONES Welcome to "Unveiling Westeros: The Ultimate Guide For Unlocking The Psychology, Symbolism, Meanings And Motivations Of Game Of Thrones" the ultimate resource for fans of the critically acclaimed and groundbreaking series. This comprehensive guide provides a deep dive into the world of Westeros, from the characters to the dragons to the magic and beyond. This book is divided into 38 chapters, each offering a unique perspective on the world of Westeros. Some of the main themes explored in this book include the show's impact on popular culture, the use of medieval history as inspiration, the power dynamics of the series' political landscape, and the role of religion and morality in the world of "Game of Thrones." Overall, ""Unveiling Westeros: The Ultimate Guide For Unlocking The Psychology, Symbolism, Meanings And Motivations Of Game Of Thrones " is an important and essential guide for any fan of the show. It offers a comprehensive and insightful analysis of the series, providing readers with a deeper understanding of the themes, characters, and world of Westeros. So, whether you're a fan of the books, the show, or both, this book is a must-have for any "Game of Thrones" enthusiast. CONTENT (38 CHAPTERS) A Companion Guide For The Series George R.R. Martin: The Mastermind Behind The World Of Game Of Thrones The Characters Of Game Of Thrones: A Comprehensive Overview Of The Cast The Starks Of Winterfell: Analyzing The Protagonists Of Game Of Thrones The Lannisters Of Casterly Rock: The Power And Intrigue Of The Series' Villains The Women Of Game Of Thrones: Daenerys, Cersei, Sansa, And More The Dragons And Magic Of Game Of Thrones: Exploring The Supernatural Elements Of The Series The Music Of Game Of Thrones: A Melodic Companion To The Series Game Of Thrones And Medieval History: Realism Or Fiction? The Ethics Of Game Of Thrones: Morality In A Fantasy World Game Of Thrones And Political Philosophy: Power, Justice, And Virtue Game Of Thrones And Religion: Faith And Belief In The World Of Westeros The Legacy Of Game Of Thrones: How The Series Changed Television The Fans Of Game Of Thrones: From Cult Hit To Mainstream Phenomenon The Game Of Thrones Universe: Exploring The Books, Prequels, And Spinoffs Game Of Thrones And Pop Culture: References And Influences In Media The Game Of Thrones Experience: Visiting Filming Locations And Touring Westeros The End Of Game Of Thrones: A Comprehensive Analysis Of The Series Finale The Night's Watch: Defending The Realm At All Costs The Red Wedding: The Most Shocking Moment In Tv History The Wildlings: Beyond The Wall And The Free Folk Tyrion Lannister: The Witty And Wise Imp The Faceless Men: Assassins Of Braavos The Iron Bank Of Braavos: Money Rules The World The Dothraki: Nomadic Warriors Of Essos The War Of The Five Kings: The Battle For The Iron Throne The Wall: History And Magic Of The Ultimate Barrier The Children Of The Forest: The First Inhabitants Of Westeros The Others: The Mysterious And Terrifying Enemy The Blackfyres: The Other Targaryen Dynasty The Greyjoys: The Reavers And Rulers Of The Iron Islands The Tullys: Lords Of The Riverlands The Tarlys: Warriors And Lords Of The Reach The Maesters: The Learned Men Of The Citadel The Face Of Death: The Many Faces Of The Many-Faced God The King's Landing: Politics And Intrigue In The Capital City The Valyrians: The Ancient And Powerful Empire The Dornish: The Sun, Sand, And Snakes Of The South
Through analysis, Matthew Bribitzer-Stull explores the legacy of the leitmotif, from Wagner's Ring cycle to present-day Hollywood film music.
"Themed spaces have, at their foundation, an overarching narrative, symbolic complex, or story that drives the overall context of their spaces. Theming, in some very unique ways, has expanded beyond previous stereotypes and oversimplifications of culture and place to now consider new and often controversial topics, themes, and storylines."--Publisher's website.
IIIT Books-In-Brief Series is a valuable collection of the Institute’s key publications written in condensed form to give readers a core understanding of the main contents of the original. Postnormal times are best defined as ‘an in-between period where old orthodoxies are dying, new ones have yet to be born, and very few things seem to make sense’. or, as Ezio Mauro puts it: ‘we are hanging between the “no longer” and the “not yet” and thus we are necessary unstable –nothing around us is fixed, not even our direction of travel.’ The postnormal times theory attempts to make sense of a rapidly changing world, where uncertainty is the dominant theme and ignorance has become a valuable community. The Postnormal Times Reader is a pioneering anthology of writings on the contradictory, complex and chaotic nature of our era. It covers the origins, theory and methods of postnormal times; and examines a host of issues, ranging from climate change, governance, Middle East to religion and science, from the perspective of postnormal times. By mapping some of the key local and global issues of our transitional age, the Reader suggests a way of navigating our turbulent futures.
In this chilling science fiction novel by H.G. Wells, rich and powerful men wage the ultimate war "to end all wars". Published in 1914, The World Set Free was ahead of its time, telling the story of how newly-acquired nuclear weapons led to warfare between nations. In the book, Wells explores how social and moral dilemmas can result in self-destruction and chaos before eventually leading to solutions that create a unique utopia. Even today, this classic novel speaks to the challenges society faces due to the rise of science and technology. ABOUT THE SERIES: The Arcturus Classics series brings together high-quality paperback editions of classics works, presented with contemporary graphic cover designs. Together they make a wonderful collection which is perfect for any home library.
Whether you look at quantity, quality, or readership, we are in an unprecedented era of fan fiction. Thus far, however, the genre has been subject to relatively little rigorous qualitative or quantitative study--a problem that Judith May Fathallah remedies here through close analysis of fanfiction related to Sherlock, Supernatural, and Game of Thrones. Her large-scale study of the sites, receptions, and fan rejections of fanfic demonstrate how it often legitimates itself through traditional notions of authorship even as its explicit discussion and deconstruction of the author figure contests traditional discourses of authority and opens new spaces for writing that challenges the authority of media professionals.
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Ever wondered what motivation is, and why organizations do not and cannot - until now - measure it? James Sale tackles the question of what motivation is, why we need it and what happens when we don’t have it. He defines and measures motivation from an individual, team and, most critically, organizational or workplace point of view and he introduces the reader to the core concepts of how it relates to fundamental issues such as performance and productivity, and its role in a number of key management functions: team building, performance appraisal, leadership development, engagement and change management. Motivation is a core aspect of all people development initiatives and programmes - if we wish them to succeed. Based on over ten years of research into motivation and performance, James created Motivational Maps, the first and only accurate diagnostic tool that describes, measures, monitors and maximizes motivation and performance through an easy, simple to use, online questionnaire that takes only 10 minutes to complete, and which readers have access to. Mapping Motivation, therefore, is the definitive book on motivation, its language and metrics, written by its creator are full of knowledge, insight and practical tips; this will appeal to leaders, managers, HR specialists, trainers, coaches, consultants and visionaries around the world, who wish to engage with people development and productivity in a new, dynamic way.
This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.
The emergence of modern sciences in the seventeenth century profoundly renewed our understanding of nature. For the last three centuries new ideas of nature have been continually developed by theology, politics, economics, and science, especially the sciences of the material world. The situation is even more unstable today, now that we have entered an ecological mutation of unprecedented scale. Some call it the Anthropocene, but it is best described as a new climatic regime. And a new regime it certainly is, since the many unexpected connections between human activity and the natural world oblige every one of us to reopen the earlier notions of nature and redistribute what had been packed inside. So the question now arises: what will replace the old ways of looking at nature? This book explores a potential candidate proposed by James Lovelock when he chose the name 'Gaia' for the fragile, complex system through which living phenomena modify the Earth. The fact that he was immediately misunderstood proves simply that his readers have tried to fit this new notion into an older frame, transforming Gaia into a single organism, a kind of giant thermostat, some sort of New Age goddess, or even divine Providence. In this series of lectures on 'natural religion,' Bruno Latour argues that the complex and ambiguous figure of Gaia offers, on the contrary, an ideal way to disentangle the ethical, political, theological, and scientific aspects of the now obsolete notion of nature. He lays the groundwork for a future collaboration among scientists, theologians, activists, and artists as they, and we, begin to adjust to the new climatic regime.