Автор: Xeravits Gйza G., Goering Greg Schmidt Название: Figures Who Shape Scriptures, Scriptures That Shape Figures: Essays in Honour of Benjamin G. Wright III ISBN: 3110586460 ISBN-13(EAN): 9783110586466 Издательство: Walter de Gruyter Цена: 193640.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The papers of the volume investigate how authoritative figures in the Second Temple Period and beyond contributed to forming the Scriptures of Judaism, as well as how these Scriptures shaped ideal figures as authoritative in Early Judaism. The topic of the volume thus reflects Ben Wright's research, who--especially with his work on Ben Sira, on the Letter of Aristeas, and on various problems of authority in Early Jewish texts--creatively contributed to the study of the formation of Scriptures, and to the understanding of the figures behind these texts.
Автор: Schmidt Mast, Marianne Palese, Tristan Tur, Benjamin Название: Leaderspritz - the interpersonal leadership cocktail ISBN: 2889153878 ISBN-13(EAN): 9782889153879 Издательство: Неизвестно Рейтинг: Цена: 35200.00 T Наличие на складе: Поставка под заказ. Описание:
Ce livre se concentre sur les activites et les responsabilites d`Ernest Mercier dans le secteur strategique du petrole en s`appuyant sur des archives publiques et privees, a la fois bancaires et industrielles. Il eclaire plus largement la structuration et le developpement du secteur petrolier francais entre 1920 et 1941.
Автор: Beil Benjamin, Freyermuth Gundolf S., Schmidt Hanns Christian Название: Playing Utopia: Futures in Digital Games ISBN: 3837650502 ISBN-13(EAN): 9783837650501 Издательство: Gazelle Book Services Цена: 64330.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.
As early modern Europe launched its multiple projects of global empire, it simultaneously embarked on an ambitious program of describing and picturing the world. The shapes and meanings of the extraordinary global images that emerged from this process form the subject of this highly original and richly textured study of cultural geography. Inventing Exoticism draws on a vast range of sources from history, literature, science, and art to describe the energetic and sustained international engagements that gave birth to our modern conceptions of exoticism and globalism. Illustrated with more than two hundred images of engravings, paintings, ceramics, and more, Inventing Exoticism shows, in vivid example and persuasive detail, how Europeans came to see and understand the world at an especially critical juncture of imperial imagination. At the turn to the eighteenth century, European markets were flooded by books and artifacts that described or otherwise evoked non-European realms: histories and ethnographies of overseas kingdoms, travel narratives and decorative maps, lavishly produced tomes illustrating foreign flora and fauna, and numerous decorative objects in the styles of distant cultures. Inventing Exoticism meticulously analyzes these, while further identifying the particular role of the Dutch—"Carryers of the World," as Defoe famously called them—in the business of exotica. The form of early modern exoticism that sold so well, as this book shows, originated not with expansion-minded imperialists of London and Paris, but in the canny ateliers of Holland. By scrutinizing these materials from the perspectives of both producers and consumers—and paying close attention to processes of cultural mediation—Inventing Exoticism interrogates traditional postcolonial theories of knowledge and power. It proposes a wholly revisionist understanding of geography in a pivotal age of expansion and offers a crucial historical perspective on our own global culture as it engages in a media-saturated world.
Автор: Beil Benjamin, Freyermuth Gundolf S., Schmidt Hanns Christian Название: Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play ISBN: 3837654214 ISBN-13(EAN): 9783837654219 Издательство: Gazelle Book Services Рейтинг: Цена: 84300.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Gaming no longer only takes place as a "closed interactive experience" in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Gaming no longer only takes place as a »closed interactive experience« in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
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