Essentials of Physical Anthropology


Clark Spencer Larsen - 2009
    Essentials of Physical Anthropology, Third Edition, is rich with stunning and photorealistic art, thoughtful pedagogy, innovative media, and up-to-date, student-centered content that illuminate physical anthropology's most important themes.

Sea People: The Puzzle of Polynesia


Christina Thompson - 2019
    For more than a millennium, Polynesians have occupied the remotest islands in the Pacific Ocean, a vast triangle stretching from Hawaii to New Zealand to Easter Island. Until the arrival of European explorers they were the only people to have ever lived there. Both the most closely related and the most widely dispersed people in the world before the era of mass migration, Polynesians can trace their roots to a group of epic voyagers who ventured out into the unknown in one of the greatest adventures in human history.How did the earliest Polynesians find and colonize these far-flung islands? How did a people without writing or metal tools conquer the largest ocean in the world? This conundrum, which came to be known as the Problem of Polynesian Origins, emerged in the eighteenth century as one of the great geographical mysteries of mankind.For Christina Thompson, this mystery is personal: her Maori husband and their sons descend directly from these ancient navigators. In Sea People, Thompson explores the fascinating story of these ancestors, as well as those of the many sailors, linguists, archaeologists, folklorists, biologists, and geographers who have puzzled over this history for three hundred years. A masterful mix of history, geography, anthropology, and the science of navigation, Sea People combines the thrill of exploration with the drama of discovery in a vivid tour of one of the most captivating regions in the world.Sea People includes an 8-page photo insert, illustrations throughout, and 2 endpaper maps.

Finders Keepers: A Tale of Archaeological Plunder and Obsession


Craig Childs - 2010
    We visit lonesome desert canyons and fancy Fifth Avenue art galleries, journey throughout the Americas, Asia, the past and the present. The result is a brilliant book about man and nature, remnants and memory, a dashing tale of crime and detection.

Images of the Past


T. Douglas Price - 1993
    The new edition maintains the authors' innovative solutions to two central problems of the course: first, the text continues to focus on about 80 sites, giving students less encyclopedic detail but essential coverage of the discoveries that have produced the major insights into prehistory; second, it continues to be organized into essays on sites and concepts, allowing professors complete flexibility in organizing their courses.

Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form


Anna Anthropy - 2012
    Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences.  Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.

Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

Ambiguity of Play (Revised)


Brian Sutton-Smith - 1998
    Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.

Service Games: The Rise and Fall of SEGA: Enhanced Edition


Sam Pettus - 2012
     Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.

IVAR THE BONELESS: Myths Legends & History (Vikings Book 1)


KIV Books - 2018
    The records that talk about him are quite conflicting as they often are with mythical and historical figures. This book will do it's best and take a closer look to his origins, family and his notable exploits. We will also catch a glimpse into the possibilities of his demeanor and behavior without moving away from the fact that he is one of the most ruthless men to ever invade England in the 9th century. It is our hope that you'll enjoy this book and learn many new and exciting things about Ivar the Boneless!

Sense and Nonsense: Evolutionary Perspectives on Human Behaviour


Kevin N. Laland - 2002
    It offers a battery of methods that can be used to help us understand human behavior. Nevertheless, the legitimacy of this exercise is at the center of a heated controversy that has raged for over a century. Many evolutionary biologists, anthropologists and psychologists have taken these evolutionary principles and tried using them to explain a wide range of human characteristics, such as homicide, religion and sex differences in behavior. Others, however, are sceptical of these interpretations. Moreover, researchers disagree as to the best ways to use evolution to explore humanity, and a number of schools have emerged. Sense and Nonsense provides an introduction to the ideas, methods, and findings of five such schools, namely, sociobiology, human behavioural ecology, evolutionary psychology, memetics, and gene-culture co-evolution. Carefully guiding the reader through the mire of confusing terminology, claim and counter-claim, and polemical statements, Laland and Brown provide a balanced, rigorous analysis that scrutinizes both the evolutionary arguments and the allegations of the critics. This is a book that will be make fascinating reading for popular science readers, undergraduate and postgraduate students (for example, in psychology, anthropology and zoology), and to experts on one approach who would like to know more about the other perspectives. Having completed this book the reader will feel better placed to assess the legitimacy of claims made about human behavior under the name of evolution, and to make judgements as to what is sense and what is nonsense.

Europe and the People Without History


Eric R. Wolf - 1982
    It asserts that anthropology must pay more attention to history.

A Guide to The Immortal Life of Henrietta Lacks by Rebecca Skloot


Liss Ross - 2012
    It includes a list of important people and important terms, and overall book summary, a chapter by chapter book summary as well as a supplemental essay.

First Person: New Media as Story, Performance, and Game


Noah Wardrip-Fruin - 2004
    Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

Decolonizing Methodologies: Research and Indigenous Peoples


Linda Tuhiwai Smith - 1999
    Here, an indigenous researcher issues a clarion call for the decolonization of research methods.The book is divided into two parts. In the first, the author critically examines the historical and philosophical base of Western research. Extending the work of Foucault, she explores the intersections of imperialism, knowledge and research, and the different ways in which imperialism is embedded in disciplines of knowledge and methodologies as 'regimes of truth'. Providing a history of knowledge from the Enlightenment to Postcoloniality, she also discusses the fate of concepts such as 'discovery, 'claiming' and 'naming' through which the west has incorporated and continues to incorporate the indigenous world within its own web.The second part of the book meets the urgent need for people who are carrying out their own research projects, for literature which validates their frustrations in dealing with various western paradigms, academic traditions and methodologies, which continue to position the indigenous as 'Other'. In setting an agenda for planning and implementing indigenous research, the author shows how such programmes are part of the wider project of reclaiming control over indigenous ways of knowing and being.Exploring the broad range of issues which have confronted, and continue to confront, indigenous peoples, in their encounters with western knowledge, this book also sets a standard for truly emancipatory research. It brilliantly demonstrates that "when indigenous peoples become the researchers and not merely the researched, the activity of research is transformed."

WRONG! Retro Games, You Messed Up Our Comic Book Heroes! (Awesomely Nerdy Nitpicks 1)


Chris Baker - 2014
    This ebook documents the most egregious – and most hilarious – offenders from the moment Superman flew onto the Atari 2600 in 1978 all the way through 1992, when Konami's classic X-Men sucked in quarter after quarter in arcades. NEARLY 80 SUPERHERO GAMES Some you've played. Some you haven't. And quite a few you never even knew existed in the first place. Some high-/lowlights: Purple Dark Knight vs. Green Joker in Batman: The Video Game (NES) Proven instances of "slapping a license" on an already-developed game Games that stripped Wolverine and He-Man of their most iconic weaponry A questionable transportation method for the Man of Steel in Superman (NES) A Transformers game from the creator of Pitfall! The strangest comic book license ever to hit the Sega Genesis The most unnecessary tie-in to a superhero animated series of all time The Danger Mouse Trilogy That one lonely Thundercats game ANSWERS TO BURNING QUESTIONS YOU DIDN'T EVEN KNOW TO ASK Who is "the Princess Peach of superhero games"? Who was the first Marvel character to be featured in three games? And what's the single gaming appearance he's had since 1985? Which super-character is most consistently misrepresented in games? What common superhero gaming feature was pioneered by LJN's otherwise absolutely horrible X-Men NES game? Which hero's primary gaming nemesis is someone he still has yet to even meet in the comics? What do an NES game and a major restaurant chain agree is Wolverine's favorite food? Why is Carnage getting naked on my SNES?! GAMING PLATFORMS YOU LOVED...OR DIDN'T KNOW EXISTED Atari 2600 | Intellivision | Commodore 64 | Nintendo Entertainment System | Game Boy | Super NES | Sega Master System | Genesis | Game Gear | Lynx | ZX Spectrum | MSX | PC-DOS | MORE! YOUR FAVORITE HEROES (AND SOME YOU'VE NEVER HEARD OF) From Marvel! Spider-Man | Wolverine and the X-Men | Hulk | Captain America, Iron Man, Hawkeye, Vision, and a bunch of other Avengers | Punisher | Human Torch and the Thing from the Fantastic Four | Silver Surfer | Howard the Duck From DC! Superman | Batman | Flash | Swamp Thing From Other Comic Publishers! Conan | Flash Gordon | Judge Dredd | Ex-Mutants From Toy Lines and Cartoons! Transformers | Teenage Mutant Ninja Turtles | He-Man and the Masters of the Universe | Bartman and Radioactive Man from The Simpsons | G.I.