The Rescue Mission (Dyslexic Edition)

The Rescue Mission (Dyslexic Edition)
Author: Maria S. Barbo
Publisher:
Total Pages: 0
Release: 2023
Genre: Imaginary wars and battles
ISBN:

Bonnie, is too young to be a trainer. But she wants a Pokemon of her own. Then she finds a tiny green Pokemon and names it Squishy. But there's a lot more to this cute little Pokemon than meets the eye.

A Jesuit Education Reader

A Jesuit Education Reader
Author: George W. Traub
Publisher: Loyola Press
Total Pages: 450
Release: 2008
Genre: Education
ISBN: 0829427228

A Jesuit Education Reader is a collection of the best writing on the mission, challenge, and state of Jesuit education. This anthology will prove especially valuable to those who work in Jesuit education and other Catholic and Christian schools.

Perspectives on the World Christian Movement

Perspectives on the World Christian Movement
Author: Ralph D. Winter
Publisher:
Total Pages: 948
Release: 1992
Genre: Evangelistic work
ISBN: 9780853645399

This book is a multi-faceted collection of readings focused on the biblical, historical, cultural, and strategic dimensions of the task of world evangelization. The editors have pooled the contributions of over 70 authors to provide laymen and college students with an introduction to the history and potential of the World Christian Movement, a movement of men and women who have responded with courage and conviction to the challenges of this task. - Back cover.

Missions

Missions
Author: Howard Benjamin Grose
Publisher:
Total Pages: 788
Release: 1924
Genre: Baptists
ISBN:

The Game Culture Reader

The Game Culture Reader
Author: Jason Thompson
Publisher: Cambridge Scholars Publishing
Total Pages: 285
Release: 2014-07-18
Genre: Social Science
ISBN: 1443864374

In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.