This book is dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. It applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling. The book contains detailed discussion of narrative and realism in four of the most significant games of the last decade: ‘Tomb Raider’, ‘Half-Life’, ‘Close Combat’, and ‘Sim City’. It recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.
Applied drama, ‘sympathetic presence’ and person-centred nursing
Matt Jennings, Pat Deeny, and Karl Tizzard-Kleister
improving the performance of care in general.
Such a systematic approach to communication training appears to be an urgent necessity. Health care simulation is a globalphenomenon, rich in potential as a pedagogical methodology (Aggarwal et al ., 2010 ), yet the research literature has repeatedly identified a need for more systematic approaches to training and evaluation in communication skills (Hallenbeck, 2012 ; Levett-Jones and Lapkin, 2014 ). A 2016 ‘review of reviews’ covering dozens of international studies in the field of health care simulation, identified a
extinct – index numerical crises but also each imply a culturally specific
and even ontologically changed conditions.2 Another example can be
found in the proliferation of ‘last’ books on animals: The Last Tiger, The
Last Lions, The Last Panda, The Last Polar Bear, The Last of the Curlews,
Last Chance to See, Last Animals at the Zoo.
The depletion of animal populations has become such a globalphenomenon that, as the journalist J. B. MacKinnon puts it, ‘We live in a 10
Percent World’ (2013: 38). To a striking degree, animal populations
worldwide have been diminished to