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INTRODUCTION BY MISHA GLENNY, author of McMafia A gripping narrative of power, corruption and greed, The Mechanism is the true story of how a simple investigation into money laundering uncovered the biggest corruption scandal in human history. When a small team of investigators discovered that a black market currency dealer was operating out of a Brazilian petrol station, they could never have imagined that their work would destroy the government and lead to the impeachment of two presidents. As the trail leads further and further into the centre of power, the search for the truth and pursuit of justice become ever more crucial. Taut and riveting, with more plot twists than the most compelling political thriller, The Mechanism is an essential work of non-fiction that exposes the rottenness caused when politicians and big businesses believe they are above the law.
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
James “Slippery Jim” diGriz is a criminal in a galaxy where crime has almost been eradicated. In his own words, he’s a rat in the wainscoting of society, and now that society is all ferroconcrete and stainless steel only a stainless steel rat can find the gaps. Despite a nose for the hustle and a healthily paranoid survival instinct, Jim’s luck has to run out at some point—and when it does, it isn’t a prison cell he’s offered, but a job with the Special Corps. The Stainless Steel Rat—a fix-up novel based on two earlier short stories for Astounding magazine—was the first in a long series of books by Harry Harrison to star the anti-hero. It is never less than a breathless ride, with twists and turns at every corner. As well as the twelve novels and additional short stories, the Stainless Steel Rat has appeared in numerous comics and games over the years, and has become Harrison’s most enduring character. This book is part of the Standard Ebooks project, which produces free public domain ebooks.
The wild imaginings of ten science fiction authors are brought to life through color illustrations of artificial worlds, alien earths, planetary cities, and mysterious civilizations
Sector 66 is on the verge of civil war. The Ape Gangs aren't going to give up their position as crime overlords easily - and they've got a weapon of mass destruction to prove it. The mysterious She-Devils, meanwhile, have Justice Department weaponry to back up their claim. When citizens begin to go missing and Sector Chief Kozwall is found horribly murdered, fear and paranoia reach fever pitch. Sector 66 needs the iron hand of the Law - and who better to provide it than Judge Dredd? But once Dredd's investigations are under way, he finds gang warfare is the least of his worries. Something nightmarish is stalking the pedways of Sector 66, and there's a traitor at Justice Central. Somehow, it all ties in with the mysterious experiements known as the Prometheus Project.
Presents reprinted issues of the horror comic magazine "Creepy."