10,385 research outputs found

    Dark Play in Dishonored

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    Film Reviews: Dishonored; They Call Me Muslim: Two women, two choices about the hijab; ARUSI Persian Wedding; and Four Wives – One Man.

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    Film Review of Dishonored( Sigrun Norderval and Gard A. Andreassen) They Call Me Muslim: Two women, two choices about the hijab (Diana Ferrero) ARUSI Persian Wedding (Marjan Tehrani) Four Wives – One Man (Nahid Persson

    Review of: G. Whitney Azoy. Buzkashi: Game and Power in Afghanistan. Philadelphia: University of Pennsylvania Press

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    This is a preprint (author's original) version of the article published in Iranian Studies Special Issue: Sports and Games: 421-4. The final version of the article can be found at http://www.jstor.org/stable/4311481. The version made available in Digital Common was supplied by the author.Author's Origina

    Under the Robes: A Judicial Right to Bare Arms (and Legs and . . .)

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    This essay considers a time-dishonored question: What, if anything, do judges have on under their robes? After serious research and thought, the author concludes that judges are-or, in an economically rational world, should be-minimalists

    Under the Robes: A Judicial Right to Bare Arms (and Legs and . . .)

    Get PDF
    This essay considers a time-dishonored question: What, if anything, do judges have on under their robes? After serious research and thought, the author concludes that judges are-or, in an economically rational world, should be-minimalists

    The Deadlist of Games: A Model of the Duel

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    Recent historical research indicates that ritualistic dueling had a rational basis. Basically, under certain social and economic conditions, individuals must fight in order to maintain their personal credit and social standing. A model of the duel, therefore, can be constructed. We model the duel as a two--players sequential game. This paper shows that the optimal strategy of each player depends upon the value of three parameters, namely, ``cost of fighting,'' ``cost of shame'', and ``value of courage.''teaching, game theory, general economics

    Reprezentace ženských postav ve videohrách inspirovaných viktoriánským obdobím na příkladu Dishonored a Dishonored 2

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    In my thesis, I study the representation of female characters in videogames inspired by the Victorian era. Videogames can be considered a form of audiovisual media wherein it is possible to depict both the historical period and the perspectives of contemporary society on it. For the analysis, I use literary sources on the subjects of neo-Victorian era, the development of gaming community, as well as the position of women in it. Using this theory and relevant context, I analyse the female characters in Dishonored (2012) and Dishonored 2 (2016). I focus on the role that the main and secondary female characters have played in the storyline, how their position has changed within the franchise. The analysis is carried out in the context of the changes in the modern gaming community, it also analyses how conflicts within it (i.e. the "GamerGate" incident) could contribute to the changes in the video games themselves. The purpose of this thesis is to show how norms and values at the time when the historical media representation was created have an impact on the portrayal of the past. Using the concept of homosocial relationships, which characterizes the "closed male world" of the Victorian era, I investigate how the role in the storyline and the number of female characters has changed in Dishonored 2...Ve své bakalářské práci zkoumám reprezentaci ženských postav na příkladu videoher, které byly inspirovány viktoriánským obdobím. Videohry je možné považovat za jedno z audiovizuálních médií, jejichž prostřednictvím lze zobrazovat jak historické období, tak i perspektivy současné společnosti. K rozboru využívám zdroje o konceptu neoviktoriánské éry, vývoji herní komunity a postavení žen v ní, následně v kontextu získaného teoretického základu analyzuji ženské postavy z her Dishonored (2012) a Dishonored 2 (2016). Zaměřuji se na to, jakou roli v příběhu hrají ženské postavy, nejen ty hlavní, ale i vedlejší, jak se mění jejich pozice v rámci této herní série. Analýza je provedena v kontextu změn v moderní herní komunitě a zaměřuje se také na to, jak by konflikty (např. "GamerGate") mohly přispět ke změnám ve videohrách samotných. Cílem této práce je ukázat, jaký vliv na zobrazování minulosti mají normy a hodnoty té doby, kdy historická mediální reprezentace vznikala. Pomocí konceptu homosociálních vztahů, který vystihuje "uzavřený mužský svět" viktoriánské éry, zkoumám, jak se změnila role v příběhu a počet ženských postav v Dishonored 2 ve srovnání s Dishonored. Rozebírám, jak původně "izolované ženy" z Dishonored začaly hrát důležitou roli v Dishonored 2, v které také zastoupení žen odráží realitu...Department of European StudiesKatedra evropských studiíFakulta sociálních vědFaculty of Social Science

    Honor and Civil Recourse: A Response to Nathan Oman’s The Honor of Private Law

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    The Tokugawa Samurai: Values & Lifestyle Transition

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    The Tokugawa period of Japan was a time of great prosperity but also great strife among the social classes. Of the most affected peoples of the Japanese feudal system was the samurai, who had so long been at the center of military and even political power. For hundreds of years, these highly revered peoples had lived a consistent life based off of virtues passed on through a code, and have also lived comfortable lives due to special powers that were reserved for them. However, with a lack of warfare and increasing Western influence on the political, social, and military system of Japan during the end of the Tokugawa Period, the samurai struggled to maintain significant power in their society as did they did in earlier eras. This slow decline in power that they faced, and a lessening focus on weaponry for fighting, indicated the transition that the samurai made from an elite warrior to a non-militaristic member of society . [excerpt
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