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Welcome to this stunning collection of charming cottage-style retreats.The 15 dream-worthy home tours in this book are separated into three unique chapters--outlining fresh ideas and design styles that cover classic, coastal, and country-inspired motifs. We invite you to join us as we highlight a blend of both personal and designer homes from across the country. These inviting spaces share stories of treasured collections, influential travels, long-awaited renovations, expert design tips, and of course, the thoughtful blending of old and new décor.This book is packed with 220 pages of beautiful photography on every page, which is sure to delight and inspire for years to come!
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples.A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
This book interrogates trends in training and employment of people with disabilities in the media through an analysis of people with disabilities' self-representation in media employment.
As a response to real or imagined subordination, popular culture reflects the everyday experience of ordinary people and has the capacity to subvert the hegemonic order. Drawing on central theoretical approaches in the field of critical disability studies.
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