Church and city: Urban priorities (a comment)
In: Journal of ethnic and migration studies: JEMS, Band 13, Heft 1, S. 101-103
ISSN: 1469-9451
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In: Journal of ethnic and migration studies: JEMS, Band 13, Heft 1, S. 101-103
ISSN: 1469-9451
In: Journal of ethnic and migration studies: JEMS, Band 12, Heft 1, S. 137-148
ISSN: 1469-9451
In: Play beyond the computer volume 1
Introduction: Why study games and money? / Mark R Johnson -- From cards to casinos : the material origins of gambling in the Renaissance / Kelli Wood -- Playing games with money : gambling games in the late capitalist cultural milieu / James F Cosgrave -- To skill, perchance to win : how chance and skill have coexisted in gambling history / David Schwartz -- Poker's memory work : Benny Binion, the WSOP, and the nostalgic construction of Las Vegas history / Alex Kupfer -- Poker fictions : possible worlds and the twenty-first century poker novel / Paul Wake -- Be a pal : representations of homosocial poker play on television sitcoms / Danielle Seid -- "Where the action is"? Branded poker and the futures of digital play / Fiona Nicoll, César Albarrán-Torres -- Banking games, speculation, and the normalization of finance / Joyce Goggin -- Pitch and toss : working class cultures of gambling in 19th and early 20th century Britain. / Graham Taylor -- Selves in play : pop-up casinos and discontinuous persons in Greece / Thomas Malaby -- Monte Carlo's wheel of fortune : the social impact of risk, reward, and roulette on visitors to Monaco's legendary Casino, 1863-1914 / Robert W Miller -- What the statistics do not say : the reinvention of casino games in Macau since 2002 / Xavier Paules -- The gambling experience of Monte Carlo in the 19th and 20th centuries / Paul Franke -- Gaming as cultural heritage : the case of Venice / Marta Soligo -- Cultural continuity of gambling : Native American ancestral traditions and contemporary practice on the Columbia Plateau / Laurie Arnold -- On the infrastructure of gaming : the case of Pachinko / Keiji Amano, Geoffrey Rockwell -- Backyard casinos : the expanding gaming landscape in America's neighborhoods / Rex J Rowley -- Filming high stakes poker : geopolitics, bluffing, and the adaptation of 'Casino Royale' / Cynthia Cravens -- The images and places of gambling in popular music / Matias Karekalas -- From parasite to antihero : shifting depictions of the cardsharp / James Banks -- Gambling ladies : the games that Barbara Stanwyck plays / Catherine Russell -- Honorable risks and dishonorable certainties : naiveté and cynicism at play over the card table in imperial Russia / Ian Helfant -- An enchanting witchcraft : masculinity, melancholy, and the pathology of gaming in early modern London / Celeste Chamberland -- The market and the conclave : gambling on political events in Renaissance Italy / John M Hunt.
In: Play Beyond the Computer Ser.
Intro -- Half Title -- Series Page -- Title Page -- Copyright Page -- Contents -- Illustrations -- Contributors -- Chapter 1: Why study games and money? -- Part I: Foundations -- Chapter 2: Gambling games, money and late capitalism -- Chapter 3: To skill, perchance to win: How chance and skill have co-existed in gambling history -- Part II: Poker -- Chapter 4: 'An hour's commercial for the Horseshoe': Popular memory, sports television and the World Series of Poker -- Chapter 5: Be a Pal: Women's intrusions into men's poker play on TV sitcoms -- Chapter 6: Poker fiction: Romance, possible worlds and magic circles -- Part III: Money and class -- Chapter 7: Cards, banking games and the normalization of finance -- Chapter 8: 'Pitch and toss': Casinos of hope and despair in working-class Britain -- Chapter 9: Selves in play: Pop-up casinos and discontinuous persons in Greece -- Chapter 10: Honourable risks and dishonourable certainties: Naivet é and cynicism at play over the card table in Imperial Russia -- Part IV: Casino cities -- Chapter 11: Monte Carlo's wheel of fortune: The social impact of risk, reward and roulette on visitors to Monaco's legendary casino, 1863-1914 -- Chapter 12: Gambling in the kitchen: Monte Carlo from the nineteenth to the mid-twentieth century -- Chapter 13: What statistics don't say: Game innovation in Macau's casinos since 2002 -- Chapter 14: Playing with heritage: Gambling and Venice's tradition -- Part V: Spaces and times -- Chapter 15: Locating Native American gambling traditions in contemporary Indian casino gaming -- Chapter 16: On the infrastructure of gaming: The case of pachinko -- Chapter 17: An enchanting witchcraft: Masculinity, melancholy and the pathology of gaming in early modern London -- Chapter 18: Everyday casinos: The expanding gambling landscape in America's neighbourhoods.
In: Play beyond the computer volume 1
Introduction: Why study games and money? / Mark R Johnson -- From cards to casinos : the material origins of gambling in the Renaissance / Kelli Wood -- Playing games with money : gambling games in the late capitalist cultural milieu / James F Cosgrave -- To skill, perchance to win : how chance and skill have coexisted in gambling history / David Schwartz -- Poker's memory work : Benny Binion, the WSOP, and the nostalgic construction of Las Vegas history / Alex Kupfer -- Poker fictions : possible worlds and the twenty-first century poker novel / Paul Wake -- Be a pal : representations of homosocial poker play on television sitcoms / Danielle Seid -- "Where the action is"? Branded poker and the futures of digital play / Fiona Nicoll, César Albarrán-Torres -- Banking games, speculation, and the normalization of finance / Joyce Goggin -- Pitch and toss : working class cultures of gambling in 19th and early 20th century Britain. / Graham Taylor -- Selves in play : pop-up casinos and discontinuous persons in Greece / Thomas Malaby -- Monte Carlo's wheel of fortune : the social impact of risk, reward, and roulette on visitors to Monaco's legendary Casino, 1863-1914 / Robert W Miller -- What the statistics do not say : the reinvention of casino games in Macau since 2002 / Xavier Paules -- The gambling experience of Monte Carlo in the 19th and 20th centuries / Paul Franke -- Gaming as cultural heritage : the case of Venice / Marta Soligo -- Cultural continuity of gambling : Native American ancestral traditions and contemporary practice on the Columbia Plateau / Laurie Arnold -- On the infrastructure of gaming : the case of Pachinko / Keiji Amano, Geoffrey Rockwell -- Backyard casinos : the expanding gaming landscape in America's neighborhoods / Rex J Rowley -- Filming high stakes poker : geopolitics, bluffing, and the adaptation of 'Casino Royale' / Cynthia Cravens -- The images and places of gambling in popular music / Matias Karekalas -- From parasite to antihero : shifting depictions of the cardsharp / James Banks -- Gambling ladies : the games that Barbara Stanwyck plays / Catherine Russell -- Honorable risks and dishonorable certainties : naiveté and cynicism at play over the card table in imperial Russia / Ian Helfant -- An enchanting witchcraft : masculinity, melancholy, and the pathology of gaming in early modern London / Celeste Chamberland -- The market and the conclave : gambling on political events in Renaissance Italy / John M Hunt.
Business model innovation is the key to unlocking transformational growth--but few executives know how to apply it to their businesses. In Reinvent Your Business Model, Mark Johnson reveals the playbook. Johnson lays out an eminently practical framework that identifies the four fundamental building blocks that make business models work. In a series of in-depth case studies, he goes on to vividly illustrate how companies are using innovative business models to achieve transformational growth by - fulfilling unmet customer needs in their current markets - serving entirely new customers and creating new markets - and responding to tectonic shifts in market demand, government policy, and technologies that affect entire industries. He then lays out a structured process for designing a new model and developing it into a profitable and thriving enterprise, while investigating the vexing and sometimes paradoxical managerial challenges that have commonly thwarted so many companies in their unguided forays into the unknown. Business model innovators have reshaped entire sectors--including retail, aviation, and media--and redistributed billions of dollars of value. With road-tested frameworks, analytics, and diagnostics, this book gives executives everything they need to reshape their businesses and achieve transformative growth. Thoroughly updated to, Johnson has also added a new chapter on digital transformation, that presents a framework for digital business models and four new case studies.--
In: Bibliographies on ethnic relations 5
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 26, Heft 6, S. 3045-3067
ISSN: 1461-7315
This article considers the nature and functions of humour in digital game live streaming on Twitch. Most streamers and viewers seem uncomfortable with 'serious' in-game narrative content, resulting in weighty or emotional moments in games becoming sources of comedy and humour. Many also subvert the platform's power dynamics by mocking community standards or the possibility of being banned, while some go even further and treat streamers themselves as fair game for mockery. This article thus examines how the humour of play, games and the Internet combine and evolve in an emerging and distinctive 'stream-humour', which can be sometimes playful and supportive yet sometimes shade into antagonism, rule-bending and hostility. Examining these dynamics on Twitch, in turn, provides a valuable window into how platform infrastructures and cultures generate norms and cultures of humour and amusement, and strengthens our understanding of online communities and platform power in this and similar contexts.
In: Critical gambling studies
ISSN: 2563-190X
A Critical Gambling Studies blog entry: "Gaming Addiction" and the Politics of Pathologies
In: Journal of family history: studies in family, kinship and demography, Band 46, Heft 1, S. 124-126
ISSN: 1552-5473
In: Digital culture & society, Band 5, Heft 2, S. 103-120
ISSN: 2364-2122
Abstract
Super Mario Maker (2015) and its sequel Super Mario Maker 2 (2019) have enabled a near-unprecedented amount of user-created level design, with well over seven million stages created to date by players from around the world. Within this vast library of levels, those built according to "troll" or "kaizo" level design rationales - which expect impressive feats of physical ability, puzzle-solving, psychological deduction, and emotional calm from their players - have become especially infamous and lasting. Drawing on literature around "productive play", high-difficulty "masocore" game design, and gaming as a craft, this paper examines the playful work required to build and upload levels of this sort, and the laborious play that committed Super Mario Maker Players engage in when actually attempting to play them. In the first case, I study how designers create these sorts of levels, the meticulous attention to detail and the hypothesising about player mental states this requires, and how new norms have been created by these designers which reframe Super Mario Maker play. In the second case, I look at the players of these challenges, the sorts of enjoyment or satisfaction they get from these gruelling levels, the skills required to triumph over them, and the thin line between "good" and "bad" kaizo and troll levels. The analysis particularly focuses on the generation of dialogues between designers and players, and the deep emotional and intellectual appeal of such exchanges. The paper concludes by summarising how Super Mario Maker shows us the motivations to both produce and consume extremely challenging gaming content, and the playful work and laborious play required to construct and enable these experiences.
For many years there have been well-funded project opportunities for developing educational innovations, both pedagogical and technological, to fulfil the educational ambitions of national governments and European agencies. Projects have been funded on the basis of competitive bidding against themes identified by funders. Calls for funding typically exhibit bold rhetoric as to their ambition and consequently bold claims are made in response. It is not untypical for the results of these projects to fall short of their rhetoric. During the process of project delivery, there can arise what is termed "unintended functionalism" where the fulfilment of the project contract through the regulatory instruments of project management overrides critical challenge of the objectives and rhetorical claims, or reflection about theoretical assumptions. Two contrasting projects are examined to explore this: ITEC, a large-scale technological innovation and implementation project involving schools throughout Europe; and INCLUD-ED, a research project to describe successful educational practice around inclusion. An analysis is presented which draws on Searle's concept of 'status functions' to explain anomalies between the declarations concerning the objectives, technologies and concepts of a project and the evidence of project outcomes. It is argued that unintended functionalism arises as a result of common constraints of project regulation which bear upon all project stakeholders. The contrast between ITEC and INCLUD-ED presents an opportunity to ask whether and how, in the light of better knowledge about the dynamics of constraints, the pathology of unintended functionalism might be avoided.
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A printed copy of an article titled "Army chaplain credited with inventing basketball," published by the Department of Defense through their defense.gov website. The article was published on March 26, 2015 and was written by Mark W. Johnson. It details James A. Naismith's work as an army chaplain in the Kansas Army National Guard and his work in France during World War I. ; James A. Naismith (November 6, 1861 – November 28, 1939), known as "The Father of Basketball" was born in Almonte, Ontario. When he was nine, both of his parents died of typhoid fever and he was raised by his uncle, who later financed Naismith's way through college. He earned his theological degree from McGill University and graduated from Springfield College, then the YMCA Training School, in 1891. After graduation, he was hired as a faculty member, where he taught for five years. It is in his first year as a faculty member at Springfield College that he created the game of Basketball as an activity for an unruly class. In 1895, Naismith enrolled at the Gross Medical School in Denver and received his M.D. in 1898. In that same year, Naismith took the position of department head of physical education at the University of Kansas, where he remained until his death.
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