O 1 2 1 S, S U, R P 2| R, U T.T Figure 1. A game ... A game meets the minimal
criteria for a prisoner's dilemma if the following conditions are met for both parties
: ... One issue unique to mental health is whether professional contact occurred.
Author: W. Edward Craighead
Publisher: John Wiley & Sons
A comprehensive reference for psychology research and practice The Corsini Encyclopedia of Psychology and Behavioral Science, Volume 3 provides researchers, practicing psychologists, teachers, and students with an exhaustive reference for the field. Covering psychological and behavioral conditions, treatments, testing, diagnoses, and much more, this invaluable resource provides information on over 1,200 topics across four volumes. This Third Edition features new coverage of biomedical research and neuroscience findings to reflect the growing impact of evidence-based treatment, and includes profiles of influential psychologists and psychological organizations from around the world.
Partnering with TT Games, Lego had by 2011 developed sub-licensed video
games including Lego Star Wars, Lego ... Rock Band was framed in industrial
discourse not as a product or even series of products (witness Rock Band 2 and
3 in ...
Author: Derek Johnson
Publisher: NYU Press
"Johnson astutely reveals that franchises are not Borg-like assimilation machines, but, rather, complicated ecosystems within which creative workers strive to create compelling 'shared worlds.' This finely researched, breakthrough book is a must-read for anyone seeking a sophisticated understanding of the contemporary media industry." —Heather Hendershot, author of What's Fair on the Air?: Cold War Right-Wing Broadcasting and the Public Interest While immediately recognizable throughout the U.S. and many other countries, media mainstays like X-Men, Star Trek, and Transformers achieved such familiarity through constant reincarnation. In each case, the initial success of a single product led to a long-term embrace of media franchising—a dynamic process in which media workers from different industrial positions shared in and reproduced familiar cultureacross television, film, comics, games, and merchandising. In Media Franchising, Derek Johnson examines the corporate culture behind these production practices, as well as the collaborative and creative efforts involved in conceiving, sustaining, and sharing intellectual properties in media work worlds. Challenging connotations of homogeneity, Johnson shows how the cultural and industrial logic of franchising has encouraged media industries to reimagine creativity as an opportunity for exchange among producers, licensees, and evenconsumers. Drawing on case studies and interviews with media producers, he reveals the meaningful identities, cultural hierarchies, and struggles for distinction that accompany collaboration within these production networks. Media Franchising provides a nuanced portrait of the collaborative cultural production embedded in both the media industries and our own daily lives.
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Methodology (ICMFDS) | Conference FD 375g Game Bologists, International
Union (SIGTTO) ss 5841 Future Energy Concepts: International Conferen: GG
Beginning in 1983/84 published in 3 vols., with expansion to 6 vols. by 2007/2008: vol. 1--Organization descriptions and cross references; vol. 2--Geographic volume: international organization participation; vol. 3--Subject volume; vol. 4--Bibliography and resources; vol. 5--Statistics, visualizations and patterns; vol. 6--Who's who in international organizations. (From year to year some slight variations in naming of the volumes).
While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs.
Author: Bernard Perron
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.