A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy.
The Encyclopedia of American Journalism explores the distinctions found in print media, radio, television, and the internet. This work seeks to document the role of these different forms of journalism in the formation of America's understanding and reaction to political campaigns, war, peace, protest, slavery, consumer rights, civil rights, immigration, unionism, feminism, environmentalism, globalization, and more.
The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions.
From automatons to zombies, many fantastic elements have been cross-pollinated with the western genre. This A-to-Z encyclopedia of the Weird Western covers film, television, animation, dime novels, pulp fiction, comic books, novels, short stories and video and role-playing games.
At a time of growing interest in economic aspects of media, this edited volume presents a comprehensive and timely set of perspectives on key sectors of media and media infrastructures and related economic questions.
Identifies articles, conference proceedings and book chapters in engineering and computer science, many with links to full text.
Focuses on a wide range of topics including artificial intelligence, applied mathematics, plastics, hydroponics, computer science, chemical engineering, energy resources and robotics, as well as the business and social implications of new technologies. Global coverage with publications from North America, Asia, Oceania, Europe and Latin America.
Subject areas include African-American studies, anthropology, Asian studies, business, ecology, economics, education, finance, history, literature, mathematics, philosophy, political science, population studies, sociology, statistics. The University of Rochester Libraries currently subscribes to the following multidisciplinary JSTOR Collections: Arts and Sciences I through XV. JSTOR also packages their content in disciplinary For alumni access, see also Alumni Library Gateway.collections, however, the only ones of these that we have licensed are the Biological Sciences segment and the first of the Business collections. For alumni access, see also Alumni Library Gateway.
Search over 15,000 news, business and legal sources. News sources include newspapers and journals. Business sources include full text company and industry news, including accounting literature, and corporate financial information including 10Ks and annual reports. Legal sources include articles, case law, codes and regulations, international case law, patents, and directories of lawyers and law schools and U.S. Supreme Court decisions dating back to 1790.
The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, handheld devices, personal computers, and the Internet.
The Strong houses the world’s largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play.
NeoGAF is a nexus of hardcore gamers, enthusiast press, and video game industry developers and publishers. This is a neutral ground where facts and evidence, presented within the confines of civil, inclusive discourse, prevail through careful moderation.