How To Play In Slow Time


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How to Play in Slow Time


How to Play in Slow Time

Author: Bryoni Trezise

language: en

Publisher: BRILL

Release Date: 2025-06-16


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This book considers the role and function of creativity for anchoring educational practices both in universities and beyond. Crucially, the educational practices in question model responsive, careful and attentive encounters with an unfolding present. Reinterpreting the ground-breaking creative processes of leading artists, writers, musicians and dancers, this book offers a toolkit of invitations and encounters that demonstrate how creativity can be practiced – and taught – as a competency that cultivates expertise in harnessing experiment, curiosity, somatic intuition and collaborative practices of world-building. In doing so, the book mounts a vital critical call for developing languages, approaches and methods in both digital and face-to-face learning environments that reconsider creativity as a literacy foundational to all learning settings. Vital to diverse disciplines, fields and professional sectors, this book boldly changes the conversation around the conspicuous role creativity takes in shaping our learning and teaching futures.

Children of Silence and Slow Time


Children of Silence and Slow Time

Author: Ian McCrorie

language: en

Publisher: Pariyatti Publishing

Release Date: 2012-06-12


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The marshal of Redemption, Jeff Warrinder, was a happy man, until a bank raid robbed him of his wife and unborn child. A year later, he's a drunken no-hoper. When Cassie Hanson saves his neck during a jail break, Jeff is forced to work off the debt on her ranch and gets tangled up in her feud with Bull Krantz and his son. The new marshal, once Jeff's deputy, is in deep trouble, while the gang of outlaws are after Jeff's blood. As if all that's not enough, if he's ever to make the rideback to Redemption Jeff must overcome his own demon: the one that comes in a whiskey bottle.

Violent Games


Violent Games

Author: Gareth Schott

language: en

Publisher: Bloomsbury Publishing USA

Release Date: 2016-07-28


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It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the “violence” encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content “as” violence.