"Readers who desire a more intimate knowledge of the historical context of the Bible will appreciate the NIV Archaeological Study Bible. Full of informative articles and full-color photographs of places and objects from biblical times, this Bible examines the archaeological record surrounding Godâs Word and brings the biblical world to life. Readersâ personal studies will be enriched as they become more informed about the empires, places, and peoples of the ancient world. Features include: â¢ Four-color interior throughout â¢ Bottom-of-page study notes exploring passages that speak on archaeological and cultural facts â¢ Articles (520) covering five main categories: Archaeological Sites, Cultural and Historical Notes, Ancient Peoples and Lands, the Reliability of the Bible, and Ancient Texts and Artifacts â¢ Approximately 500 4-color photographs interspersed throughout â¢ Detailed book introductions that provide basic, at-a-glance information â¢ Detailed charts on pertinent topics â¢ In-text color maps that assist the reader in placing the action "
Silicon Valley gets all the credit for digital creativity, but this account of the pre-PC world, when computing meant more than using mature consumer technology, challenges that triumphalism.
The invention of the personal computer liberated users from corporate mainframes and brought computing into homes. But throughout the 1960s and 1970s a diverse group of teachers and students working together on academic computing systems conducted many of the activities we now recognize as personal and social computing. Their networks were centered in New Hampshire, Minnesota, and Illinois, but they connected far-flung users. Joy Rankin draws on detailed records to explore how users exchanged messages, programmed music and poems, fostered communities, and developed computer games like The Oregon Trail. These unsung pioneers helped shape our digital world, just as much as the inventors, garage hobbyists, and eccentric billionaires of Palo Alto.
By imagining computing as an interactive commons, the early denizens of the digital realm seeded todayâs debate about whether the internet should be a public utility and laid the groundwork for the concept of net neutrality. Rankin offers a radical precedent for a more democratic digital culture, and new models for the next generation of activists, educators, coders, and makers.
Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history.
The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective.
Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the fieldâs creation and development.
Drawing on the World Video Game Hall of Fameâs unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming.
Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each objectâs significance to video game playâwhat it has contributed to the history of gamingâas well as the greater culture.
A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, youâll find a wide range of intriguing topics, including:
A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!
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