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This book argues that the Arab Spring brought to the forefront numerous societal, political, and historical problems in the Middle East that scholars and practitioners throughout the 20th century and into the 21st century have continually glossed over or reduced in their analysis and analytical frameworks when studying the Middle East. These include the prevalent and persistent impact of Islam on political life, an impact of transnational and subnational identities, including sect, tribe, and regional identity, as well as the overuse of the state as the fundamental unit of analysis when studying the region. As a result, this book asserts that primordial identities including religion, sect, and tribe have, and will continue to have, a significant impact on the conduct of politics in the Middle East.
Once is a mistake, twice is a habit! Housekeeper's daughter Mia Gardiner knew her feelings for multimillionaire Carlos O'Connor were foolish. Until the day she caught the ruthless playboy's eye. Now Mia is older and wiser, but she has never forgotten the feel of his touch. Then, like a whirlwind, Carlos returns.… The girl he once knew is now a poised and sophisticated woman. Carlos is determined to rekindle their passionate past, but Mia's reluctance fires his blood. Refusing to be denied, he has one last trick up his sleeve: he'll save her ailing business in exchange for endless nights in his bed!
A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?
A pioneering book that takes us beyond economic debate to show how inequality is returning us to a past dominated by empires, dynastic elites, and ethnic divisions. The economic facts of inequality are clear. The rich have been pulling away from the rest of us for years, and the super-rich have been pulling away from the rich. More and more assets are concentrated in fewer and fewer hands. Mainstream economists say we need not worry; what matters is growth, not distribution. In The Return of Inequality, acclaimed sociologist Mike Savage pushes back, explaining inequality’s profound deleterious effects on the shape of societies. Savage shows how economic inequality aggravates cultural, social, and political conflicts, challenging the coherence of liberal democratic nation-states. Put simply, severe inequality returns us to the past. By fracturing social bonds and harnessing the democratic process to the strategies of a resurgent aristocracy of the wealthy, inequality revives political conditions we thought we had moved beyond: empires and dynastic elites, explosive ethnic division, and metropolitan dominance that consigns all but a few cities to irrelevance. Inequality, in short, threatens to return us to the very history we have been trying to escape since the Age of Revolution. Westerners have been slow to appreciate that inequality undermines the very foundations of liberal democracy: faith in progress and trust in the political community’s concern for all its members. Savage guides us through the ideas of leading theorists of inequality, including Marx, Bourdieu, and Piketty, revealing how inequality reimposes the burdens of the past. At once analytically rigorous and passionately argued, The Return of Inequality is a vital addition to one of our most important public debates.
In The Return of the Real Hal Foster discusses the development of art and theory since 1960, and reorders the relation between prewar and postwar avant-gardes. Opposed to the assumption that contemporary art is somehow belated, he argues that the avant-garde returns to us from the future, repositioned by innovative practice in the present. And he poses this retroactive model of art and theory against the reactionary undoing of progressive culture that is pervasive today. After the models of art-as-text in the 1970s and art-as-simulacrum in the 1980s, Foster suggests that we are now witness to a return to the real—to art and theory grounded in the materiality of actual bodies and social sites. If The Return of the Real begins with a new narrative of the historical avant-gard, it concludes with an original reading of this contemporary situation—and what it portends for future practices of art and theory, culture and politics.
Dr. Tucker, in a follow-up to his book Life Before Life, explores American cases of young children who report memories of previous lives in the New York Times bestseller, Return to Life. A first-person account of Jim Tucker's experiences with a number of extraordinary children with memories of past lives, Return to Life focuses mostly on American cases, presenting each family's story and describing his investigation. His goal is to determine what happened—what the child has said, how the parents have reacted, whether the child's statements match the life of a particular deceased person, and whether the child could have learned such information through normal means. Tucker has found cases that provide persuasive evidence that some children do, in fact, possess memories of previous lives. Among others, readers will meet a boy who describes a previous life on a small island. When Tucker takes him to that island, he finds that some details eerily match the boy's statements and some do not. Another boy points to a photograph from the 1930s and says he used to be one of the men in it. Once the laborious efforts to identify that man are successful, many of the child's numerous memories are found to match the details of his life. Soon after his second birthday, a third boy begins expressing memories of being a World War II pilot who is eventually identified. Thought-provoking and captivating, Return to Life urges its readers to think about life and death and reincarnation, and reflect about their own consciousness and spirituality.
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
A group of friends reunite after one of them has returned from a mysterious two-year disappearance in this edgy and haunting debut. Julie is missing, and no one believes she will ever return—except Elise. Elise knows Julie better than anyone, and feels it in her bones that her best friend is out there and that one day Julie will come back. She’s right. Two years to the day that Julie went missing, she reappears with no memory of where she’s been or what happened to her. Along with Molly and Mae, their two close friends from college, the women decide to reunite at a remote inn. But the second Elise sees Julie, she knows something is wrong—she’s emaciated, with sallow skin and odd appetites. And as the weekend unfurls, it becomes impossible to deny that the Julie who vanished two years ago is not the same Julie who came back. But then who—or what—is she?
Five centuries after the forced conversion of Spanish and Portuguese Jews to Catholicism, stories of these conversos' descendants uncovering long-hidden Jewish roots have come to light and taken hold of the literary and popular imagination. This seemingly remote history has inspired a wave of contemporary writing involving hidden artifacts, familial whispers and secrets, and clandestine Jewish ritual practices pointing to a past that had been presumed dead and buried. The Converso's Return explores the cultural politics and literary impact of this reawakened interest in converso and crypto-Jewish history, ancestry, and identity, and asks what this fascination with lost-and-found heritage can tell us about how we relate to and make use of the past. Dalia Kandiyoti offers nuanced interpretations of contemporary fictional and autobiographical texts about crypto-Jews in Cuba, Mexico, New Mexico, Spain, France, the Ottoman Empire, and Turkey. These works not only imagine what might be missing from the historical archive but also suggest an alternative historical consciousness that underscores uncommon convergences of and solidarities within Sephardi, Christian, Muslim, converso, and Sabbatean histories. Steeped in diaspora, Sephardi, transamerican, Iberian, and world literature studies, The Converso's Return illuminates how the converso narrative can enrich our understanding of history, genealogy, and collective memory.