Автор: Jack London Название: The Call of the Wild, White Fang, and Other Stories ISBN: 0199538891 ISBN-13(EAN): 9780199538898 Издательство: Oxford Academ Рейтинг: Цена: 1582.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Of all Jack London`s fictions none have been so popular as his dog stories. In addition to The Call of the Wild, the epic tale of a Californian dog`s adventures during the Klondike gold rush, this edition includes White Fang, and five famous short stories - `Batard`, `Moon-Face`, `Brown Wolf`, `That Spot`, and `To Build a Fire`.
Автор: Middleton Название: A Mad World, My Masters and Other Plays ISBN: 019283455X ISBN-13(EAN): 9780192834553 Издательство: Oxford Academ Рейтинг: Цена: 1741.00 р. Наличие на складе: Поставка под заказ.
Описание: Perhaps best known for his tragedies, Thomas Middleton also wrote many comedies of city life. This volume collects four of them; the first three, written between 1604-6, witty and rambunctious satires on the predatory life of the aspiring London citizen, the fourth a satire shading into romance.
Автор: Ogden, Daniel. Название: Magic, witchcraft, and ghosts in the Greek and Roman worlds : ISBN: 0195385209 ISBN-13(EAN): 9780195385205 Издательство: Oxford Academ Рейтинг: Цена: 3958.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In a culture where the supernatural possessed an immediacy now strange to us, magic was of great importance both in the literary and mythic tradition and in ritual practice. Recently, ancient magic has hit a high in popularity, both as an area of scholarly inquiry and as one of general, popular interest. In Magic, Witchcraft, and Ghosts in the Greek and Roman Worlds Daniel Ogden presents three hundred texts in new translations, along with brief but explicit commentaries. This is the first book in the field to unite extensive selections from both literary and documentary sources. Alongside descriptions of sorcerers, witches, and ghosts in the works of ancient writers, it reproduces curse tablets, spells from ancient magical recipe books, and inscriptions from magical amulets. Each translation is followed by a commentary that puts it in context within ancient culture and connects the passage to related passages in this volume. Authors include the well known (Sophocles, Herodotus, Plato, Aristotle, Virgil, Pliny) and the less familiar, and extend across the whole of Greco-Roman antiquity. The second edition includes a new preface, an updated bibliography, and new source-passages, such as the earliest use of the word mage in Greek (fr. Aeschylus' Persians ), a werewolf tale (Aesop's Fables), and excerpts from the most systematic account of ancient legislation against magic (Theodosian Code).
The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.
In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Автор: Traphagan Название: Science, Culture and the Search for Life on Other Worlds ISBN: 3319417444 ISBN-13(EAN): 9783319417448 Издательство: Springer Рейтинг: Цена: 4191.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book explores humanity’s thoughts and ideas about extraterrestrial life, paying close attention to the ways science and culture interact with one another to create a context of imagination and discovery related to life on other worlds. Despite the recent explosion in our knowledge of other planets and the seeming era of discovery in which we live, to date we have found no concrete evidence that we are not alone. Our thinking about life on other worlds has been and remains the product of a combination of scientific investigation and human imagination shaped by cultural values--particularly values of exploration and discovery connected to American society.The rapid growth in our awareness of other worlds makes this a crucial moment to think about and assess the influence of cultural values on the scientific search for extraterrestrial life. Here the author considers the junction of science and culture with a focus on two main themes: (1) the underlying assumptions, many of which are tacitly based upon cultural values common in American society, that have shaped the ways researchers in astrobiology and SETI have conceptualized the nature of their endeavor and represented ideas about the potential influence contact might have on human civilization, and (2) the empirical evidence we can access as a way of thinking about the social impact that contact with alien intelligence might have for humanity.
Автор: James Название: The Turn of the Screw and Other Stories ISBN: 0199536171 ISBN-13(EAN): 9780199536177 Издательство: Oxford Academ Рейтинг: Цена: 1107.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A young, inexperienced governess is charged with the care of Miles and Flora, two small children abandoned by their uncle at his grand country house. She sees the figure of an unknown man on the tower and his face at the window. It is Peter Quint, the master`s dissolute valet, and he has come for little Miles. But Peter Quint is dead. Like the other tales collected here - `Sir Edmund Orme`, `Owen Wingrave`, and `The Friends of the Friends` - `The Turn of the Screw` is to all immediate appearances a ghost story. But are the appearances what they seem? Is what appears to the governess a ghost or a hallucination? Who else sees what she sees? The reader may wonder whether the children are victims of corruption from beyond the grave, or victims of the governess`s `infernal imagination`, which torments but also entrals her? `The Turn of the Screw` is probably the most famous, certainly the most eerily equivocal, of all ghostly tales. Is it a subtle, self-conscious exploration of the haunted house of Victorian culture, filled with echoes of sexual and social unease? Or is it simply, `the most hopelessly evil story that we have ever read`? The texts are those of the New York Edition, with a new Introduction and Notes.
Автор: Webb Название: Teaching Literature in Virtual Worlds ISBN: 0415886287 ISBN-13(EAN): 9780415886284 Издательство: Taylor&Francis Рейтинг: Цена: 26796.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Through reports from classrooms where on-line virtual worlds are in use, this book invites readers to consider the realities and possibilities of this emerging and valuable pedagogy for teaching specific literary works.
Описание: Presents an economist`s eye to bear on an age-old question: Are market exchange and aesthetic quality friends or foes? This book asks what happens when cultures collide through trade, whether technology destroys native arts, why (and whether) Hollywood movies rule the world, and whether `globalized` culture is dumbing down societies everywhere.
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