The most delicious book in the world 1

The most delicious book in the world 1
Title The most delicious book in the world 1 PDF eBook
Author Cyrus Oh
Publisher 펜립
Pages 235
Release 2024-08-01
Genre Cooking
ISBN

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Food' is essential for human survival and brings a lot of pleasure. The world is wide, and there are so many delicious dishes that you will regret if you are not eating them. Gourmet hobbies offer advantages like discovering new flavors, enjoying overseas travel at a low cost, and practical applications in interpersonal relationships and business. In this book, as a gourmet who has enjoyed food from over 50 countries, the author will explore the characteristics of various world food ingredients and the stories associated with them. You can think of the author as your friend who is sharing stories and conversations over a meal. Through this book, you will find new happiness, even in small ways.

The Christian Union

The Christian Union
Title The Christian Union PDF eBook
Author
Publisher
Pages 844
Release 1888
Genre
ISBN

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Ludopolitics

Ludopolitics
Title Ludopolitics PDF eBook
Author Liam Mitchell
Publisher John Hunt Publishing
Pages 265
Release 2018-12-14
Genre Computers
ISBN 1785354892

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What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.

ELLIE

ELLIE
Title ELLIE PDF eBook
Author NARAYAN CHANGDER
Publisher CHANGDER OUTLINE
Pages 57
Release 2024-05-16
Genre Fiction
ISBN

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THE ELLIE MCQ (MULTIPLE CHOICE QUESTIONS) SERVES AS A VALUABLE RESOURCE FOR INDIVIDUALS AIMING TO DEEPEN THEIR UNDERSTANDING OF VARIOUS COMPETITIVE EXAMS, CLASS TESTS, QUIZ COMPETITIONS, AND SIMILAR ASSESSMENTS. WITH ITS EXTENSIVE COLLECTION OF MCQS, THIS BOOK EMPOWERS YOU TO ASSESS YOUR GRASP OF THE SUBJECT MATTER AND YOUR PROFICIENCY LEVEL. BY ENGAGING WITH THESE MULTIPLE-CHOICE QUESTIONS, YOU CAN IMPROVE YOUR KNOWLEDGE OF THE SUBJECT, IDENTIFY AREAS FOR IMPROVEMENT, AND LAY A SOLID FOUNDATION. DIVE INTO THE ELLIE MCQ TO EXPAND YOUR ELLIE KNOWLEDGE AND EXCEL IN QUIZ COMPETITIONS, ACADEMIC STUDIES, OR PROFESSIONAL ENDEAVORS. THE ANSWERS TO THE QUESTIONS ARE PROVIDED AT THE END OF EACH PAGE, MAKING IT EASY FOR PARTICIPANTS TO VERIFY THEIR ANSWERS AND PREPARE EFFECTIVELY.

Toward Critical Multimodality

Toward Critical Multimodality
Title Toward Critical Multimodality PDF eBook
Author Katarina Silvestri
Publisher IAP
Pages 384
Release 2023-06-01
Genre Education
ISBN

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This edited volume seeks to answer the question, “What does it mean to be a critical multimodal scholar in educational spaces?” Toward Critical Multimodality highlights how choices made throughout multimodal design and research processes are critically-oriented and inextricably linked to power. We show how social semiotics and multimodality inform engagement with criticality in educational spaces through questioning dominant narratives (e.g., white, cisheteropatriarchal, ableist, classist perspectives), exploring relationships between selves and space, problematizing and reimagining educational practices, and dreaming of educational futures that are just, anti-oppressive, and with room for all to thrive while learning. These chapters demonstrate how studying multiple modalities in interaction (e.g., image, writing, color, spatial layout, gaze, proxemics, gestures) can reveal how power operates, provide students with opportunities to explore themselves and their identities with respect to power, and provide a vehicle for scholars to disrupt and transform oppressive educational practices. Furthermore, multiple chapters show alternative ways to display, construct and share knowledge as transformative pedagogical practice in learning environments. We reframe social semiotics and multimodality as an integral part of decentering dominant ideas of power and what “counts” as purposeful meaning making by highlighting how criticality and multimodality integrate theoretically and methodologically.

Video Games and Well-being

Video Games and Well-being
Title Video Games and Well-being PDF eBook
Author Rachel Kowert
Publisher Springer Nature
Pages 176
Release 2019-12-02
Genre Psychology
ISBN 3030327701

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Handmade Pixels

Handmade Pixels
Title Handmade Pixels PDF eBook
Author Jesper Juul
Publisher MIT Press
Pages 328
Release 2019-10-08
Genre Games & Activities
ISBN 0262042797

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An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.