Comprehensive Asian Fighting Arts


Donn F. Draeger - 1981
    In Asia they developed to a degree of effectiveness probably unsurpassed elsewhere in the world. This book explains the relationships between fighting arts, assesses their strengths and weaknesses, and presents new material about hitherto unknown fighting methods. Written by two of the best-known and most widely published authorities in the field, it covers fighting methods and techniques found in eleven Asian countries-fighting techniques that range from the artful Chinese tai-chi and Burmese bando to Japanese jujutsu and the lethal pentjak-silat of Indonesia.Documentation of these has been supplemented with a wealth of fascinating anecdotes. The reader learns of the daring exploits of the Japanese ninja, of Gama, perhaps the greatest of the great Indian wrestlers, of the Indonesian "trance" fighters-and hundreds of other tales that serve to illustrate some of the most deadly fighting systems that the world has known.The volume is illustrated with over two hundred photographs and drawings, many of them depicting combat styles and techniques that have never been seen in the West.

Japanese Culture


H. Paul Varley - 1973
    This widely used undergraduate text is now available in a new edition. Thoroughly updated, the fourth edition includes expanded sections on numerous topics, among which are samurai values, Zen Buddhism, the tea ceremony, Confucianism in the Tokugawa period, the story of the forty-seven ronin, Mito scholarship in the early nineteenth century, and mass culture and comics in contemporary times.

Golden Arches East: McDonald's in East Asia


James L. Watson - 1997
    What are the cultural implications of this phenomenal success? Does the introduction of American fast food undermine local cuisines, many of them celebrated for centuries? Does it, as some critics fear, presage a homogeneous, global culture? These are but a few of the questions confronted in this engaging study that vividly demonstrates how the theories and techniques of anthropology can be used not only to examine obscure peoples and exotic practices, but to shed light on the motivations and behavior of people conducting their daily lives in some of the major population centers of the world.Earlier studies of the fast food industry have emphasized production, focusing on labor or management. This book takes a fresh approach to the industry by concentrating on the perspective of the consumer. It analyzes consumers' reactions to McDonald's in five East Asian cities: Hong Kong, Beijing, Taipei, Seoul, and Tokyo. What do they have to say about McDonald's? How is fast food perceived by those who pay to eat it? How do their preferences and biases affect the system of production?The book argues that McDonald's has largely become divorced from its American roots and become a "local" institution for an entire generation of affluent consumers in Hong Kong, Taipei, and Tokyo. In Beijing, the process of localization has barely begun, with consumers more interested in the experience of eating at McDonald's than in the food itself. In Seoul, many nationalists treat the Big Mac as a symbol of Yankee imperialism; meanwhile, increasing numbers of Korean children are celebrating their birthdays atMcDonald's.Localization is not, however, a one-way process; the corporation has also had to adapt in order to flourish in new settings. The book demonstrates how consumers, with the cooperation and encouragement of McDonald's management, have transformed their neighborhood restaurants into leisure centers, afterschool clubs, and meeting halls. The contributors pay special attention to the effects of these activities on family organization, education, and socialization, and conclude that it is no accident that the fast food boom corresponds to the rise of a child-centered consumer culture in East Asian cities.

Beautiful Fighting Girl


Tamaki Saitō - 2011
    Sometimes overtly sexual, always intensely cute, the beautiful fighting girl has been both hailed as a feminist icon and condemned as a symptom of the objectification of young women in Japanese society.In Beautiful Fighting Girl, Saito Tamaki offers a far more sophisticated and convincing interpretation of this alluring and capable figure. For Saito, the beautiful fighting girl is a complex sexual fantasy that paradoxically lends reality to the fictional spaces she inhabits. As an object of desire for male otaku (obsessive fans of anime and manga), she saturates these worlds with meaning even as her fictional status demands her ceaseless proliferation and reproduction. Rejecting simplistic moralizing, Saito understands the otaku’s ability to eroticize and even fall in love with the beautiful fighting girl not as a sign of immaturity or maladaptation but as a result of a heightened sensitivity to the multiple layers of mediation and fictional context that constitute life in our hypermediated world—a logical outcome of the media they consume.Featuring extensive interviews with Japanese and American otaku, a comprehensive genealogy of the beautiful fighting girl, and an analysis of the American outsider artist Henry Darger, whose baroque imagination Saito sees as an important antecedent of otaku culture, Beautiful Fighting Girl was hugely influential when first published in Japan, and it remains a key text in the study of manga, anime, and otaku culture. Now available in English for the first time, this book will spark new debates about the role played by desire in the production and consumption of popular culture.

Unbearable Weight: Feminism, Western Culture, and the Body


Susan Bordo - 1993
    From an immensely knowledgeable feminist perspective, in engaging, jargonless (!) prose, Bordo analyzes a whole range of issues connected to the body—weight and weight loss, exercise, media images, movies, advertising, anorexia and bulimia, and much more—in a way that makes sense of our current social landscape—finally! This is a great book for anyone who wonders why women's magazines are always describing delicious food as 'sinful' and why there is a cake called Death by Chocolate. Loved it!"—Katha Pollitt, Nation columnist and author of Subject to Debate: Sense and Dissents on Women, Politics, and Culture (2001)

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Synthetic Worlds: The Business and Culture of Online Games


Edward Castronova - 2005
    People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Archaeology: An Introduction


Kevin Greene - 1983
    In a lucid and accessible style Kevin Greene explains the discovery and excavation of sites, outlines major dating methods, gives clear explanations of scientific techniques and examines current theories and controversies.

The Art of Horizon Zero Dawn


Paul Davies - 2017
    The Art of Horizon Zero Dawn is the ultimate gallery of the hotly anticipated new IP from Guerrilla Games (Killzone series). It focuses on the stunning artwork used to develop the game, and includes over 300 images, sketches, and concept art, commentary throughout from the artists and creators. This is an in-depth insight into a world as beautiful as it is dangerous. Over 1000 years ago a cataclysm destroyed life as we know it, forcing humans to the brink of extinction. In our place machines rose, and nature took back our cities, until all that was left of our world was the rumours of the old ones and the ruins of a civilisation long past. The tribes of the new world live scattered, some small and humble, some as powerful as kings. If Aloy, an outcast and hunter, is to find her true place in this world she must combat the great robotic creatures of the land and uncover the mysteries of a lost civilisation.

Western Civilizations


Edward McNall Burns - 1980
    W. Norton & Company proudly announces an exciting revision of its best-selling Western Civilizations. Used successfully by well over 1,000,000 students, Western Civilizations is renowned for its balanced presentation, clear prose, and exceptional treatment of cultural history. New co-authors Judith Coffin (University of Texas, Austin) and Robert Stacey (University of Washington, Seattle) have reimagined these classic features for today's instructors and students. The new edition emphasizes the changing boundaries of traditional narratives by discussing the West in a wider world context and highlighting the diverse experiences of its peoples and states. Combined with an outstanding pedagogical program, an expanded website, and a new edition of the companion reader Perspectives from the Past, Western Civilzations offers the most complete and accessible package for students.

Korea: The Impossible Country


Daniel Tudor - 2012
    Yet, in just fifty years it has transformed itself into an economic powerhouse and a democracy that can serve as a model for other countries. How was it able to do this, despite having been sapped by almost a half-century of colonial rule, ruined by war, partitioned and lacking a democratic tradition? Who are the Korean people, who achieved this second "Asian miracle"? And having accomplished it, what are their prospects now?Daniel Tudor is a journalist who has been living in and writing about Korea for almost a decade. He seeks the answers to these questions in Korean history, culture, and society and in interviews with experts, from business leaders to politicians, shamans, sports legends, poets, rock musicians, and academics. In five parts, he examines Korea's cultural foundations; the Korean character; the public sphere in politics, business, and the workplace as well as the family; life in the hours not spent working, including food, music, and cinema; and social issues that may be crucial to Korea's future, such as Koreans' interactions with outsiders. In doing so, he touches on topics as diverse as shamanism, clan-ism, the dilemma posed by North Korea (brother or enemy?), myths about doing business in Korea, and why the country's infatuation with learning English is causing huge social problems.South Korea has undergone two miracles at once: economic development and democratization. The question now is, will it become a rich yet aging society, devoid of momentum, as some see Japan? Or will the dynamism of Korean society and its willingness to change--as well as the opportunity it has now to welcome outsiders into its fold--enable it to experience a third miracle that will propel it into the ranks of the foremost countries in terms of human development, democracy, and wealth?

EarthBound


Ken Baumann - 2014
    An RPG for the Super NES that flopped when it first arrived to the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.

The Samurai Sword: A Handbook a Handbook


John M. Yumoto - 1979
    A feat of craftsmanship by hereditary artisans, the samurai sword is often judged superior to the famed blades of Western Damascus and Toledo. This complete handbook reveals the lore of the samurai sword, fascinating both for owners and for the intrigued. Detailing the origins and development of the samurai sword, its historical background, styles, famous schools, and differences in construction, outlining methods of identifying and researching the sword, as well as caring for it properly.

Frauds, Myths, and Mysteries: Science and Pseudoscience in Archaeology


Kenneth L. Feder - 1990
    Black and white photographs are provided. The fifth edition adds a chapter on a