Non Lethal Options Cyberpunk


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Cyberpunk 2077 Night City Survival Guide


Cyberpunk 2077 Night City Survival Guide

Author: Sebastian Hale

language: en

Publisher: Shubham

Release Date:


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Navigate the neon streets of Night City with the Cyberpunk 2077 Night City Survival Guide, boosting you from a mercenary novice to a legendary edgerunner. This guide walks you through every main job and side gig in V’s story, providing strategies to complete missions whether you choose a stealthy netrunner approach or go in guns blazing. You'll learn how to master an arsenal of high-tech weapons and cyberware from hacking cameras and quickhacking enemies to wielding smart rifles and katanas, we show you how to adapt to any combat scenario. Optimize your character build with insider tips on the best cybernetic implants, skill progression, and perk choices to suit your playstyle – be it hacker, sniper, or street samurai. Trouble taking down a cyberpsycho or a heavily augmented boss? Our battle-tested tactics will give you the edge to defeat the toughest opponents. Whether you're cruising the city taking on NCPD contracts, finding hidden cyberdecks and iconic weapons, or making choices that shape V’s fate, this Survival Guide has you covered. Featuring maps for collectibles like tarot graffiti and iconic weapons, plus secrets for earning eddies and street cred fast, it ensures you experience all of Cyberpunk 2077 and make a name for yourself in Night City.

Encyclopedia of Heroism Studies


Encyclopedia of Heroism Studies

Author:

language: en

Publisher: Springer Nature

Release Date: 2024-10-01


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This reference work is an important resource in the growing field of heroism studies. It presents concepts, research, and events key to understanding heroism, heroic leadership, heroism development, heroism science, and their relevant applications to businesses, organizations, clinical psychology, human wellness, human growth potential, public health, social justice, social activism, and the humanities. The encyclopedia emphasizes five key realms of theory and application: Business and organization, focusing on management effectiveness, emotional intelligence, empowerment, ethics, transformational leadership, product branding, motivation, employee wellness, entrepreneurship, and whistleblowers; clinical-health psychology and public health, focusing on stress and trauma, maltreatment, emotional distress, bullying, psychopathy, depression, anxiety, family disfunction, chronic illness, and healthcare workers’ wellbeing; human growth and positive psychology, discussing altruism, authenticity, character strengths, compassion, elevation, emotional agility, eudaimonia, morality, empathy, flourishing, flow, self-efficacy, joy, kindness, prospection, moral development, courage, and resilience; social justice and activism, highlighting anti-racism, anti-bullying, civil disobedience, civil rights heroes, climate change, environmental heroes, enslavement heroes, human rights heroism, humanitarian heroes, inclusivity, LGBTQ+ heroism, #metoo movement heroism, racism, sustainability, and women’s suffrage heroes; and humanities, relating to the mythic hero’s journey, bliss, boon, crossing the threshold, epic heroes, fairy tales, fiction, language and rhetoric, narratives, mythology, hero monomyth, humanities and heroism, religious heroes, and tragic heroes.

Early Modernity and Video Games


Early Modernity and Video Games

Author: Florian Kerschbaumer

language: en

Publisher: Cambridge Scholars Publishing

Release Date: 2014-06-26


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We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.