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1000 tulosta hakusanalla Alexander Smith
This highly readable book is a unique, ethnographic study of devolution and Scottish politics as well as Party political activism more generally. It explores how Conservative Party activists who had opposed devolution and the movement for a Scottish Parliament during the 1990s attempted to mobilise politically following their annihilation at the 1997 General Election. It draws on fieldwork conducted in Dumfries and Galloway - a former stronghold for the Scottish Tories - to describe how senior Conservatives worked from the assumption that they had endured their own ‘crisis’ in representation. The material consequences of this crisis included losses of financial and other resources, legitimacy and local knowledge for the Scottish Conservatives. This book ethnographically describes the processes, practices and relationships that Tory Party activists sought to enact during the 2003 Scottish and local Government elections. Its central argument is that, having asserted that the difficulties they faced constituted problems of knowledge, Conservative activists cast to the geographical and institutional margins of Scotland became ‘banal’ activists. Believing themselves to be lacking in the data and information necessary for successful mobilisation during Parliamentary elections, local Tory Party strategists attempted to address their knowledge ‘crisis’ by burying themselves in paperwork and petty bureaucracy. Such practices have often escaped scholarly attention because they appear everyday and mundane and are therefore less noticeable.
This highly readable book, is a unique, ethnographic study of devolution and Scottish politics as well as party political activism more generally. Available in paperback for the first time, it explores how Conservative Party activists who had opposed devolution and the movement for a Scottish Parliament during the 1990s attempted to mobilise politically following their annihilation at the 1997 General Election. It draws on fieldwork conducted in Dumfries and Galloway – a former stronghold for the Scottish Tories – to describe how senior Conservatives worked from the assumption that they had endured their own ‘crisis’ in representation. The material consequences of this crisis included losses of financial and other resources, legitimacy and local knowledge for the Scottish Conservatives. This book ethnographically describes the processes, practices and relationships that Tory Party activists sought to enact during the 2003 Scottish and local government elections. Its central argument is that, having asserted that the difficulties they faced constituted problems of knowledge, Conservative activists cast to the geographical and institutional margins of Scotland became ‘banal’ activists. Believing themselves to be lacking in the data and information necessary for successful mobilisation during Parliamentary elections, local Tory Party strategists attempted to address their knowledge ‘crisis’ by burying themselves in paperwork and petty bureaucracy.
Calculations Of Inorganic Chemistry And Qualitative Analysis
Alexander Smith
Hutson Street Press
2025
pokkari
The Perfect Man and Other Stories of the Supernatural
Alexander Smith
Independently Published
2019
nidottu
What if a man dedicated his entire life to perfection? What if the state administered a personality test to identify the next school shooter? What if a celebrity got ousted for having supernatural powers? What if a lottery winner died alone holding the winning ticket? Discover answers to these questions and more within the pages of these seven tantalizing short stories of the supernatural - including one heart-pounding ghost story and another that will bring a smile to your face. The title story follows the quest of an unnamed hero who decides that the only goal worthy of his lifelong dedication is the pursuit of his perfection. Through a series of actions that align with the awakening of his seven Chakras, he unlocks new levels within himself on his journey to ascension. In the process, he does greater good in the world and learns about what it means to lead a good life. Will he achieve his goal of perfection or does his worst fear - a life wasted - come to pass? The Perfect Man and Other Stories of the Supernatural is the first collection of short stories by Alexander Smith.
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.