Medievalism, Politics and Mass Media: Appropriating the Middle Ages in the Twenty-First Century, Elliott Andrew B. R.
Старое издание
Автор: Elliott, Andrew B. R. Название: Medievalism, politics and mass media ISBN: 184384463X ISBN-13(EAN): 9781843844631 Издательство: Boydell & Brewer Цена: 31680 T Описание: In 2001, George Bush provoked global uproar by describing the nascent War on Terror as a "Crusade". His comments, however, were welcomed by Al-Qaeda, who had long been describing Western powers in precisely the same terms, as modern Crusaders once again invading the Middle East. Ten years later in 2011, Anders Behring Breivik launched a tragic attack in Norway, killing 77 unarmed civilians, mostly teenagers. Breivik saw himself as a Templar Knight, a member of a group of knights allegedly resurrected in London in 2002 by one "Lionheart". Later investigations suggested that the blogger, Lionheart, might have had links to the right-wing, anti-Muslim, English Defence League and other so-called "counterjihad" blogging networks decrying an Islamic invasion of Europe. Though extreme examples, these cases all share a crucial detail: the framing of current political issues in terms of recognisable medieval precedents. In the widespread use of medievalism across social- and mass-media channels, it is clear that such political medievalisms are not intended as a specific reference to a historical precedent, but as a use of the past for modern concerns. The argument of this book is that we need new ways of analysing this kind of medievalism; extending far beyond the concept of anachronism or inaccuracy, references to Crusades, Templars and Vikings affect the way we understand our world. Using theories of communication and media studies to examine popular medievalism, the author investigates what effect such medieval terminology can have on a mass-mediated audience and on the understanding of the Middle Ages in general. Andrew B.R. Elliott is Senior Lecturer in Media and Cultural Studies, University of Lincoln.
Автор: Elliott, Andrew B. R. Название: Medievalism, politics and mass media ISBN: 184384463X ISBN-13(EAN): 9781843844631 Издательство: Boydell & Brewer Рейтинг: Цена: 31680.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: In 2001, George Bush provoked global uproar by describing the nascent War on Terror as a "Crusade". His comments, however, were welcomed by Al-Qaeda, who had long been describing Western powers in precisely the same terms, as modern Crusaders once again invading the Middle East. Ten years later in 2011, Anders Behring Breivik launched a tragic attack in Norway, killing 77 unarmed civilians, mostly teenagers. Breivik saw himself as a Templar Knight, a member of a group of knights allegedly resurrected in London in 2002 by one "Lionheart". Later investigations suggested that the blogger, Lionheart, might have had links to the right-wing, anti-Muslim, English Defence League and other so-called "counterjihad" blogging networks decrying an Islamic invasion of Europe. Though extreme examples, these cases all share a crucial detail: the framing of current political issues in terms of recognisable medieval precedents. In the widespread use of medievalism across social- and mass-media channels, it is clear that such political medievalisms are not intended as a specific reference to a historical precedent, but as a use of the past for modern concerns. The argument of this book is that we need new ways of analysing this kind of medievalism; extending far beyond the concept of anachronism or inaccuracy, references to Crusades, Templars and Vikings affect the way we understand our world. Using theories of communication and media studies to examine popular medievalism, the author investigates what effect such medieval terminology can have on a mass-mediated audience and on the understanding of the Middle Ages in general. Andrew B.R. Elliott is Senior Lecturer in Media and Cultural Studies, University of Lincoln.
Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott Название: Playing with the Past: Digital Games and the Simulation of History ISBN: 1623567289 ISBN-13(EAN): 9781623567286 Издательство: Bloomsbury Academic Рейтинг: Цена: 40120.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.
What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
Автор: Freedman Andrew, Elliott Paul Название: Thrive: The Leader`s Guide to Building a High-Performance Culture ISBN: 1544516088 ISBN-13(EAN): 9781544516080 Издательство: Неизвестно Рейтинг: Цена: 27580.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Thrive provides leaders with a clear blueprint for building a high-performance culture. Drawing on extensive experience in change management, organizational development, and performance consulting, Andrew Freedman and Paul Elliott share their systematic approach, known as the Exemplary Performance System (EPS), in a way that enables leaders to take immediate action to shift workforce engagement and performance.
Thrive teaches leaders how to create clarity and alignment around what high performance looks like and how to replicate it at scale, identify and eliminate barriers to performance excellence, effectively align individual and team priorities with those of the company, and build organizational systems and processes that accelerate business and financial results.
Purchasing Thrive also gives readers access to more than twenty accelerators-downloadable tools, templates, and artifacts to help leaders implement the processes and practices that Andrew and Paul share throughout the book.
Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott Название: Playing with the Past: Digital Games and the Simulation of History ISBN: 1623566142 ISBN-13(EAN): 9781623566142 Издательство: Bloomsbury Academic Рейтинг: Цена: 147840.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.
What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
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