Contents: CHAPTER I. INDUSTRY. -- CHAPTER II. USE OF TOBACCO, COFFEE, HEMP, OPIUM, &c. -- CHAPTER III. THE BATH. -- CHAPTER IV. GAMES. -- CHAPTER V. Music. -- CHAPTER VI. PUBLIC DANCERS. -- CHAPTER VII. SERPENT-CHARMERS, AND PERFORMERS OF LEGERDEMAIN TRICKS, &c. -- CHAPTER. VIII. PUBLIC RECITATIONS OF ROMANCES. -- CHAPTER IX. PUBLIC RECITATIONS OF ROMANCES-continued. --CHAPTER X. PUBLIC RECITATIONS OF ROMANCES-continued. -- CHAPTER XI. PERIODICAL PUBLIC FESTIVALS, &c. -- CHAPTER XII. --PERIODICAL PUBLIC FESTIVALS, &c.—continued. -- CHAPTER XIII. PERIODICAL PUBLIC FESTIVALS, &c.—continued. -- CHAPTER XIV. PRIVATE FESTIVITIES, &c. --CHAPTER XV. DEATH, AND FUNERAL RITES.
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human-computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions - including eudaimonia, meaningfulness, appreciation, and self-transcendence - which are frequently used as synonyms as they represent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially confusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research to represent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review provides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly.
O presente trabalho foi originado a partir das reflexões suscitadas por uma pesquisa de pós-doutorado que investiga como os jogos eletrônicos podem contribuir para a produção e o compartilhamento de representações, de imagens e de um imaginário sobre o passado, atuando como suporte para a memória coletiva. O artigo propõe uma reflexão sobre as relações entre simulação digital, o conhecimento do passado e a história pública com base na discussão da produção bibliográfica recente de historiadores norte-americanos que tratam do tema. O artigo critica a dicotomia entre jogos digitais educativos comerciais conclui que os elementos ficcionais presentes em simulações e jogos digitais oferecem a oportunidade para o exercício de exploração da história contrafatual. Essa característica, aliada à possibilidade de expressão de dados e conhecimentos históricos complexos, tornam as simulações e jogos digitais valiosas para o campo da história pública.
The article deals with the peculiarities of using such an interactive educational technology as a simulation game in the educational process of a higher education institution. Approaches to defining the essence of this technology are generalized. It has been established that simulation games can be used as a pedagogical technology or one of the methods of active learning, in conducting social and psychological training, in solving production, social and psychological problems that a graduate may encounter in his or her professional activity. The classification of educational simulation games is presented. Their didactic potential is determined and possible options for building and structuring simulation games are revealed. The specifics of the use of simulation games in the professional training of bachelors of publishing and printing in higher education are considered. Their use will facilitate the rapid inclusion of students in the model of professional activity, allow them to take on different functional roles, identify the specifics of their characters' activities, interact in a simulated, but as close to real, production process, and most importantly, see and evaluate the final result of their work. The author's electronic resource with methodical instructions on the use of a simulation game. The experience of using the simulation game in the professional training of bachelors of publishing and printing is presented.
"The financial industry's leading independent research firm's forward-looking assessment into high frequency trading Once regarded as a United States-focused trend, today, high frequency trading is gaining momentum around the world. Yet, while high frequency trading continues to be one of the hottest trends in the markets, due to the highly proprietary nature of the computer transactions, financial firms and institutions have made very little available in terms of information or "how-to" techniques. That's all changed with The High Frequency Game Changer: How Automated Trading Strategies Have Revolutionized the Markets. In the book, Zubulake and Lee present an overview of how high frequency trading is changing the face of the market. The book Explains how we got here and what it means to traders and investors Details how to build a high frequency trading firm, including the relevant tools, strategies, and trading talent Defines key components common to HFT such as algorithms, low latency trading infrastructure, collocation etc. The High Frequency Game Changer takes a highly controversial and extremely complicated subject and makes it accessible to anyone with an interest or stake in financial markets."--
This article deals with the problems of using of video games in the classroom for teaching business foreign language for students in the economic university. The author examines the advantages and disadvantages of using video games in preparation for future professionals. The article provides a classification of video games based on the experience of this kind of training in Samara State University of Economics.
Waste electrical and electronic equipment utilization is increasingly regulated in China, through the implementation of fund policy, to promote sustainable development. This research discusses the economic and social impacts of the fund policy by employing a game-theory-based model and simulating a new fund reduction policy to achieve multi-objective optimization. The results suggest that (i) the fund policy may create trade-off problems between remanufacturing profits and economic burdens onto primary manufacturers; (ii) The manufacturers are not as favorable to eco-design as expected, resulting in remanufacturers overdependence on government subsidies. Strategically, a fund reduction policy is devised for addressing the negative effects of the fund policy. This reduction policy can provide better incentives for manufacturers to carry out eco-design. It may also improve the profits of both manufacturers and remanufacturers, social welfare and greatly reduce the environmental costs. The findings would provide insights into e-waste management and recycling policies in China and the developing world as in general. ; Funding Agencies|National Social Science Foundation of China [15ZDC030]; National Natural Science Foundation of ChinaNational Natural Science Foundation of China [71974144]; Social Science Planning Project of Shanghai [12002420546]; Climate Center of Shanghai The accepted version of this article is available on the author's personal web page
"Warum sollte ein Mann, der eine Diktatur erlebt und bekämpft hat, virtuell den alles bestimmenden Herrscher spielen, warum ein Mann, dessen Leben von schwierigen Neuanfängen geprägt ist, im Computerspiel stündlich wieder ganz 'bei null anfangen', warum eine junge Frau, die als Au-pair Überstunden macht, zusätzlich acht Stunden täglich virtuell Hausarbeit, Hauseinrichtung und Familiengründung 'spielen'? In medizinisch-psychologischen Erklärungsansätzen für Computerspielabhängigkeit wird das hohe Abhängigkeitsrisiko bei bestimmten Spielgenres durch überindividuelle neurophysiologische Vorgänge im Gehirn erklärt. Die Autorinnen haben dagegen aus insgesamt 22 biographischen, teilnarrativen Interviews mit ehemaligen Computerspielabhängigen bewusst drei individuelle, ungewöhnliche Passungen zwischen Computerspiel und Spielerbiographie ausgewählt (s.o.), für die sie zunächst ausführliche Analyseergebnisse darstellen. Dabei konnten sie eine Einordnung in drei Hauptmotive des Spielverhaltens rekonstruieren: erstens die versuchte Kompensation realweltlicher Mängel durch ein Computerspiel ('Vitamin'), zweitens die Ablenkung und Verdrängung von realweltlichen Problemen durch als aufregend und fesselnd erlebte Computerspiele ('Betäubungsmittel') und drittens, zunächst überraschender, eine hier im Fokus stehende, schwerer zu erklärende und erstmals beschriebene Funktion: das wiederholte Nachspielen biographischer Problemkonstellationen ('virtuelles Re-Enactment'), wie es sich in den eingangs angesprochenen Fällen zeigt. Gerade die biographische Perspektive ermöglicht dabei die Abgrenzung zwischen langfristigem sowie realweltlichem 'Gelingen', was auch von den Interviewten selbst rückblickend verneint wird, und dem in der Tradition der 'Game Studies' beschriebenen positiven In-Game-Erleben, also dem kurzfristigen und virtuellen 'Funktionieren'." (Autorenreferat)
This paper addresses the use of experiential learning to improve knowledge about the capital market, by applying a program with business games, using an electronic simulator of the Brazilian stock market. The objective was analyzing the cognitive domain of the participants after application of an educational program about the capital market, using a business game tailored for stock market trading. The descriptive study, with a quantitative approach, used the quasi-experiment technique to collect data on the learning of undergraduate business administration students at a federal university located in the state of Rio de Janeiro, Brazil. The data were submitted nonparametric statistical analysis with the inferential Mann-Whitney U-test as well as tests of comparison of medians. The results revealed statistically significant differences in assimilating knowledge between the groups of participants. The G1 group, whose theoretical content was exposed before the game application, showed an assimilation of superior knowledge. In this sense, it was possible to conclude that the way the educational program with the business game was applied affected the students' assimilation of knowledge.
The contours of journalistic practice have evolved substantially since the emergence of the world wide web to include those who were once strangers to the profession. Amateur journalists, bloggers, mobile app designers, programmers, web analytics managers, and others have become part of journalism, influencing the process of journalism from news production to distribution. These technology-oriented strangers - those who have not belonged to traditional journalism practice but have imported their qualities and work into it - are increasingly taking part in journalism, whether welcomed by journalists or shunned as interlopers. Yet, the labels that keep them at journalism's periphery risk conflating them with much larger groups who are not always adding to the news process (e.g., bloggers, microbloggers) or generalizing them as insiders/outsiders. In this essay, we consider studies that have addressed the roles of journalistic strangers and argue that by delineating differences among these strangers and seeking representative categorizations of who they are, a more holistic understanding of their impact on news production, and journalism broadly, can be advanced. Considering the norms and practices of journalism as increasingly fluid and open to new actors, we offer categorizations of journalistic strangers as explicit and implicit interlopers as well as intralopers. In working to understand these strangers as innovators and disruptors of news production, we begin to unpack how they are collectively contributing to an increasingly un-institutionalized meaning of news while also suggesting a research agenda that gives definition to the various strangers who may be influencing news production and distribution and the organizational field of journalism more broadly.
Политическая коммуникация играет значительную роль в современном мире. В статье в качестве элемента массовой политической коммуникации и культуры рассматриваются компьютерные игры. С политологической точки зрения компьютерные игры представляют интерес ввиду их высокого уровня интерактивности и массовой популярности. Исследуются позитивные и негативные аспекты воздействия электронных игр на политическое сознание, поведение, выбор. Приведены некоторые подходы к пониманию сущности компьютерных игр. Продемонстрирована перспективность и инновационность видеоигр, как специфического средства подачи политической информации в форме развлечения. ; Political communication plays a significant role in the modern world. The article as part of a mass political communication and culture are considered computer games. From political point of view of computer games are of interest because of their high level of interactivity and mass popularity. We study the positive and negative aspects of the impact of electronic games on the political consciousness and behavior choices. Are some approaches to understanding the essence of computer games. Demonstrated promising and innovative video games, as a specific means for supplying political information in the form of entertainment.
Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality presented in them. It may also become the basis for manipulation and propaganda, to serve the struggle for cultural dominance, and indicate social problems.
Militaries around the world have benefited from computerized games. Many recruits have been attracted to the military through military-style video games. After recruitment, games and simulations provide an important means of soldier training, including before actual deployments. However, electronic games are lacking for UN peace operations. The multidimensionality of peacekeeping has yet to be simulated in serious games to complement the many games that too often depict a binary battlefield of blue-team versus red-team (or, often in public games, good versus evil). Not only could soldiers benefit from nuanced and ambitious peace-related games, so too could civilian peacekeepers, and the public at large. Peacekeeping gaming should not be merely at the tactical level; the operational and strategic levels can be gamed as well. The decision-making in future peacekeeping simulations could help instruct conflict-resolution and critical thinking skills. The paper posits that such digital games could be an important tool for current and future peacekeepers, both military and civilian. Commercial games could also help educate the public on UN peacekeeping. The paper suggests that the United Nations partner with some member states and perhaps the video game industry to provide in-depth training simulations that mirror the challenges and complexities of modern peace operations.