"A counter history of the birth of bioethics, which focuses on the dissenters and whistleblowers who challenged law and institutions rather than simply the development of new technologies"--OCLC-licensed vendor bibliographic record.
"An argument for the importance of sadness in human life, drawing broadly on the cognitive sciences and stemming from the author's deep research into music"--OCLC-licensed vendor bibliographic record.
"A thoughtful account of how optimization (also known as theorycrafting or the "moneyballing effect") has changed the way we play games from World of Warcraft to soccer"--OCLC-licensed vendor bibliographic record.
"An argument for the moral right of democratically elected governments to impose vaccine mandates on citizens, even those who are "vaccine hesitant.""--OCLC-licensed vendor bibliographic record.
"An attempt to use the ancient wisdom of the humanities to argue for a moral and aesthetic vision of business leadership"--OCLC-licensed vendor bibliographic record.
"In a few hundred pages Santayana endeavors to sum up the dominant intellectual currents of early twentieth-century thought and trace their implications for American culture, for ethics and religion, for arts and letters, and for philosophy"--OCLC-licensed vendor bibliographic record.
"This book tells the story of how scientific ocean drilling, a crowning achievement of science and engineering in the 20th century, transformed our understanding of Earth's history"--OCLC-licensed vendor bibliographic record.
"This volume examines the state of psychiatric genetics and charts a path forward for further discovery and translation"--OCLC-licensed vendor bibliographic record.
"Scholars from migration and stigma research introduce the concept of "migration stigma" to deepen understanding and inform future action"--OCLC-licensed vendor bibliographic record.
The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, rel…