Literatura académica sobre el tema "Solar sales book"

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1

Hackett, Lisa J. y Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games". M/C Journal 26, n.º 2 (26 de abril de 2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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Ensor, Jason. "Web Forum: Apocacide, Apocaholics and Apocalists". M/C Journal 2, n.º 8 (1 de diciembre de 1999). http://dx.doi.org/10.5204/mcj.1814.

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Apocacidal Tendencies: Three Excerpts from the Heaven's Gate Website 1995 (A term which blends apocalypse with suicide, apocacides could be best described as those groups or individuals who understand salvation from an imagined approaching armageddon to involve, indeed depend upon, the voluntary sacrifice of one's own life on earth.) 1. '95 Statement by An E.T. Presently Incarnate: "... We brought to Earth with us a crew of students whom we had worked with (nurtured) on Earth in previous missions. They were in varying stages of metamorphic transition from membership in the human kingdom to membership in the physical Evolutionary Level Above Human (what your history refers to as the Kingdom of God or Kingdom of Heaven). It seems that we arrived in Earth's atmosphere between Earth's 1940s and early 1990s. We suspect that many of us arrived in staged spacecraft (UFO) crashes and many of our discarded bodies (genderless, not belonging to the human species), were retrieved by human authorities (government and military). Other crews from the Level Above Human preceded our arrival and 'tagged' -- placed a despite 'chip' -- in each of the vehicles (bodies) that we would individually incarnate into, when that instruction would be given. These 'chips' set aside those bodies for us ... In any given civilisation on a fertile planet such as Earth (and Earth has had many periodic/cyclical civilisations), the Level Above Human plants all the new life forms (including humans) for that civilisation in a neutral condition so that they have a chance to choose the direction of their growth. The Level Above Human -- or Next Level -- directly (hands on) relates significantly to the civilisation at its beginning stage, and subsequently (with few exceptions) at approximately 2000-year intervals (48-hour intervals from a Next Level perspective) until that civilisation's final 'Age.' ..." 2. Our Position Against Suicide: " ... We know that it is only while we are in these physical vehicles (bodies) that we can learn the lessons needed to complete our own individual transition, as well as to complete our task of offering the Kingdom of Heaven to this civilisation one last time. We take good care of our vehicles so they can function well for us in this task, and we try to protect them from any harm. We fully desire, expect, and look forward to boarding a spacecraft from the Next Level very soon (in our physical bodies). There is no doubt in our mind that our being 'picked up' is inevitable in the very near future. But what happens between now and then is the big question. We are keenly aware of several possibilities ... The true meaning of 'suicide' is to turn against the Next Level when it is being offered. In these last days, we are focused on ... entering the Kingdom of Heaven ..." 3. Last Chance to Evacuate Earth Before It's Recycled (Sept 29, 1996): "... I'm in a vehicle that is already falling apart on me, and I'm desperate to try to help you have a last chance to go ... I don't mean to make fun of this. I am desperate -- for your sakes. Within the past twenty-four hours I have been clearly informed by my Older Member of how short the remaining time is; how clearly we cannot concentrate on anything except the perspective that says: the end of this civilisation is very close. The end of a civilisation is accompanied by spading under, refurbishing the planet in preparation for another civilisation. And the only ones who can survive that experience have to be those who are taken into the keeping of the Evolutionary Level Above Human ..." Heaven's Gate -- http://www.trancenet.org/heavensgate/index.html Magnificat Meal Movement [Toowoomba, Australia] -- http://homepages.iol.ie/~magnific/ Apocaholic Cocktails: Mixing Visions of the End Armageddon Anonymous: Hidden Faces Plotting the End on Television The 1996 book release X-Files Confidential describes its subject matter as "'social-science fiction' ... fuelled by the realities -- and internal anxieties -- of [our] time: the era of diminished expectations", a television show which "concerns itself with the dark side of technology, competition, politics, ambition, and selfishness", warning against the "risks of abandoning an interior life or one's community" and reinforcing the notion that "our attempts to combat evil are usually an exercise in futility" though that "effort alone is significant". Unlike the participants within the apocaholic communities who intimate that the 'truth is with us', the X-Files, as an entertainment product of the secular industry, proclaims that the 'truth is out there'. This conceptual and narrative framework within the X-Files works on several levels: Frustrates resolution through contrived revelation; Frustrates revelation through contrived resolution; Identifies and resists externally imposed futures; Gives a narrative voice to marginalised hierarchies of genres, values and futures mythology, eg., those involving ufology, genetic mutations and the like; De-emphasises mainstream hierarchies of authority, genres, values and futures mythology; Suggests a regime of hidden truth, embedded within what initially appears as disconnected and unrelated phenomena; Implicates the mainstream future as conspiricist (i.e., the governments which control our futures do not have our interests at heart); Identifies the ritualistic reassurance set by the mainstream discursive strategy (e.g., "apology is policy"); Cultivates its own in-language, or futurespeak, where special terms refer to a future-oriented conspiracy of mammoth proportions. And, finally, it gives meaning to the millennium beyond a mere change in dates. All in all, the X-Files is popular and successful because it explores the possibilities of resolvable and unresolvable endings. It blurs the boundaries between the theological and the secular imaginings of the end. It borrows elements common to contemporary evangelicalism, endtime signs such as the mark of the beast, and gives them a plausible secular narrative. For example, whereas it might be difficult to suspend disbelief for a story that has a charismatic antichrist controlling the world through marking its population with 666, X-Files modernises the setting by creating a mysterious consortium of 12 elders who are in allegiance with some alien plan to initiate a scheduled holocaust. Such an organised drive towards armageddon involves genetic tagging of the populations through smallpox injections, little biochips which switch on and switch-off cancers, transportation of plague through bee stings and heavenly lights that harbour creatures with sinister purposes. In the X-Files, mainstream society is the cult whose future has been pre-organised by its real architects and whose adherents, the general populace, move through society blinded by ideas and doctrines of thought that Mulder sees as lies. His ultimate quest is find the truth, to reveal the future being secretly planned for the world. His quest involves reading the signs of the times in his encounters with the X-Files. Scully, whose initial introduction was to provide a sceptic balance to his quest, in fact provides a scientific rationale for Mulder's seemingly odd flights of fancy. In explaining Mulder's theories away in pseudo-scientific terms, Scully makes the unthinkable seem more plausible, and her character development from sceptic to believer provides the narrative added credibility for long-term viewers. If Scully can be convinced, then there must really be a hidden sinister future embedded beyond the mainstream outlook. Mainstream programmes such as these can in themselves throw wine of the proverbial armageddon fire. Both Star Trek and the X-Files were favourite pastimes for the Heaven's Gate Cult. Star Trek epitomised the ultimate open-ended humanist future, exploration of the unknown, while the X-Files epitomised the nature of this level, a conspiricist and closed future in which the world's only hope lay in the revealing of the sinister unknown before the great destructive end. Needless to say, X-Files-styled sites proliferate the Webscape in late 1999: Apocalypse Soon -- http://www.apocalypsesoon.org/english.html UFOs & Antichrist Millennium Bug Connection New World Order -- http://www.mt.net/~watcher/nwoy2k.html UFOs, Aliens & Antichrist: The Angelic Conspiracy & End Times Deception -- http://www.mt.net/~watcher/ "The Bible says that the b'nai Elohim, angels, sons of God, were ministers of creation, from before the worlds, Job 38:7. Contrary to popular secular theories, the b'nai Elohim are created beings distinct from ELOHIM the God of Israel. God created the b'nai Elohim to reflect His glory, and reflect His word which spoke all things into being. Before a third of the heavenly host rebelled, they were stewards of creation, building civilizations on the terrestrial planets of our solar system designed to glorify the Word of God. The Cydonia "face" is a monument constructed by these Sons of God, revealing their knowledge of the message in the stars. Both the Cydonia face and the Sphinx are cherubim, combining figures in the constellations Virgo and Leo, symbolic representations of the first and second advent of Christ on Earth." Satan's Plan to Escape Judgement -- http://www.mt.net/~watcher/hate.html "Previous pages explained how Satan was created to lead the angelic hierarchy, ruling over physical civilizations of angels on planets, such as the one still in evidence on Mars. After Satan rebelled, the center of his angelic civilization was destroyed "from among the stones of fire", yet the Bible tells us Satan is still waiting for the time of God's judgment. Satan is not in hell, he is still allowed audience before God, where he accuses the faithful (Rev.), and he still roams above and within the earth (Job). Since Satan is the most beautiful and powerful cherub, Prince of the Powers of the Air, intelligence behind UFO phenomena, the authority over all the aerial regions outward from earth..." The Millennium Group -- http://www.millenngroup.com/ Australia's Fair Dinkum Magazine -- http://unforgiven.iweb.net.au/~dinkum/ Eyes on the World -- http://eotw.orac.net.au/articles/index.html Antichrist / False Prophet -- http://members.tripod.com/jonastheprophet1/antipope.html "Antichrist will arise out of the British Monarchy within the context of the European Union/False prophet will arise out of the Vatican-Whore Church/Both will work together to build Satan's end time kingdom in these last and final days." 666 Sketch: The Mark of the Beast -- http://www.greaterthings.com/Essays/666mark.htm Conspiracy Books -- http://parascope.com/parastore/booksconspiracy.htm Corrupt Government, Conspiracy, New World Order, A Future? -- http://www.pushhamburger.com/ Dark Conspiracy -- http://www.blazing-trails.com/DarkConspiracies/welcome.html "Things have gotten really seriously convoluted. To try to follow some of the conspiracies requires a substantial amount of dedication. Any one thread can lead to so many other threads, eventually, maybe they will come together into a complete tapestry that could scare the bejabbers out of you." New World Order Conspiracy -- http://www.ufomind.com/para/conspire/nwo/ Silver Screen Endings: Blockbuster Profits in Apocalypse Gripped in a delirium of apocaholicism, contemporary secular society is exploring the conditions and consequence of endings. Mainstream presentations such as Independence Day, Event Horizon, Armageddon, End of Days, The Matrix and Deep Impact depict the notion of endings in elaborate and extravagant modes. Independence Day is a lesson in Orwellian doublethink -- it begins by destroying the very values it eschews at its closure. The statue of liberty, the White House, and the Empire State Building, all contemporary icons of western democratic and consumerist values, are brutally and spectacularly disintegrated. Yet the very core of the western meta-narrative, the maintenance of independence, which brought about the empowerment of these icons, is upheld throughout the film, leaving a critical viewer with the sense that what we are watching in this film is not the destruction of the world by some alien force -- certainly no other nation is depicted as so grossly devastated nor are any icons of other significantly known cultures destroyed -- but the annihilation of contemporary western icons: essentially, the death of icons. The values are constant, as emoted by the President of the United States towards the fiery conclusion of the movie, but the icons are unstable, susceptible to external disruption, unlike the proverbial humanist spirit. Hence, most audiences reacted gleefully to seeing famous landmarks blasted to smithereens -- this goes hand in hand I suspect with the prevailing social atmosphere cultivating change: do away with the current icons, they are no longer valid nor do they faithfully represent the social world around us, we require new ones to image our emerging spirit. Event Horizon is very different in content and style. It blends conventional theology with science fiction to create an incredible narrative about a starship so fast that it punches a hole through to hell and back. The concern throughout the film as the blood thickens is not with the collective end to society but rather with the very personal and private closure to individual life and the post-death experience. Other films, like Deep Impact and Armageddon, draw on the "worst bits" in the bible, to quote one trailer, and depict disturbing destructive images of the western metropolitan society, with dramatic wrangling over who will survive and how in order to establish a brave new world. What links these varying cinematic depictions of the end? Is it perhaps the imagined triumph of humanist spiritism, usually legitimised through the sacrificial offering of a main character in a film's final showdown? (Bruce Willis dies in Armageddon, Tea Leoni waits with her estranged father for the tidal wave in Deep Impact, and a half-drunk kamikaze pilot in an old biplane destroys the mothership at the close of Independence Day.) Being excessively popular, one needs to ask what role these films play within the collective social narrative of endism: do these films serve to quiet anxieties about the end by visualising human solutions to impossible destructive odds? Or do apocalyptic blockbusters market towards existing endtimes tension, reflecting the growing apocaholic nature of our societies as we near the close of the twentieth century and thereby, in true western capitalist fashion, profit from this cultural dysfunction? Or do films of this nature answer a more base, unacknowledged desire within our societies to see the end and survive? Event Horizon -- http://www.eventhorizonmovie.com/ End of Days -- http://www.end-of-days.com/ The Matrix -- http://www.whatisthematrix.com/ Deep Impact -- http://www.deepimpact.com/ Timeout: Clocking the Endtimes Christian End-Time Expectations -- Millennia Monitor -- http://www.fas.org/2000/endtime1.htm This resource provides links to a wide variety of Christian sources with a primary focus on millennial, apocalyptic, or other End Time expectations. Countdown 2000: Your Guide to the Millennium -- http://www.countdown2000.com/index.htm "As we approach the millennium, the world seems to be getting weirder. Countdown 2000 is packed with the latest news, hype, and hysteria. Where will the blow-out parties be? Will Y2K cause global havoc? How can I get involved in improving the world? Whatever the millennium and year 2000 mean to you, Countdown 2000 can help you learn what you want to know. Countdown 2000 is packed with over 150 pages, and 2500 links." Amazing Prophecy -- http://bibleprophecy.com/ Topics covered: Bible prophecy, rapture, tribulation, millennium, last days, end times, end of time, second coming, covenants, revelation, advent, antichrist, 666, parousia (appearing of Christ), preterist (fulfilled prophecy), eschatology (the study of last things), and many more. 888 Christ Come: Your Bible Prophecy Website -- http://www.888c.com/ Apocalists: The Tribulation Inbox Interesting things happen on discussion lists. Perhaps a more significant example of apocalyptic dissemination, capable of real-time feedback and iteration on endtime signs within every corner of the Web, millions on the bible highway speak of the premillennial tension that characterises contemporary cultural life and thousands more direct these lunges into apocalyptic extrapolation via discussion lists. Nowhere has the apocalyptic urge to image the end, to identify the sign of its approach, been more revitalised than on this electronic frontier: indeed, Apocalypse has an impressive online presence. Today, anyone can receive daily updates sent to their email inbox on the progress or nearness of the great endtimes tribulation, press releases of the latest armageddon publication list, prophecy ezines, the latest incarnation of the mark of the beast 666, new candidates for antichrist identification and revelation reports, to name but a few: Bible Prophecy Discussion List -- http://www.geocities.com/~dawn-/index.html Bible Prophecy-L was created as an open, moderated forum to discuss and share information related to end times Bible prophecy. Some of the topics you may find discussed are: Eschatology; Global Government; Global Religion and the New Age Movement; Rapture; Antichrist; Environmental Changes (earthquakes, tornados, volcanoes, freak storms, flooding etc.); Israel and the Middle East; Signs in the Heavens (UFOs, Comets, etc.); Pestilence (infectious diseases); Wars and Rumors of Wars; Prophecy Conference Updates ... etc. Bible Prophecy Report -- http://philologos.org/bpr Bible Codes News Update -- http://thebiblecodes.com/news/bcnu.htm Tribulation News -- http://www.tribnews.net/mir Conspiracy Journal -- http://www.members.tripod.com/uforeview/welcome.html Citation reference for this article MLA style: Jason Ensor. "Apocacide, Apocaholics and Apocalists: A Selective Webography of Endism." M/C: A Journal of Media and Culture 2.8 (1999). [your date of access] <http://www.uq.edu.au/mc/9912/apocacide.php>. Chicago style: Jason Ensor, "Apocacide, Apocaholics and Apocalists: A Selective Webography of Endism," M/C: A Journal of Media and Culture 2, no. 8 (1999), <http://www.uq.edu.au/mc/9912/apocacide.php> ([your date of access]). APA style: Jason Ensor. (1999) Apocacide, Apocaholics and Apocalists: A Selective Webography of Endism. M/C: A Journal of Media and Culture 2(8). <http://www.uq.edu.au/mc/9912/apocacide.php> ([your date of access]).
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Libros sobre el tema "Solar sales book"

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Hosking, Eric y Bryan Sage. Antarctic Wildlife. Book Sales, 1987.

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Capítulos de libros sobre el tema "Solar sales book"

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Safaei, Samaneh, Farshid Keynia, Sam Haghdady, Azim Heydari y Mario Lamagna. "Design of CCHP System with the Help of Combined Chiller System, Solar Energy, and Gas Microturbine". En The Urban Book Series, 79–91. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-29515-7_9.

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AbstractThis work was conducted to design a combined cooling, heating, and power (CCHP) system with photovoltaic energy which provides simultaneous generation of electricity, heat, and cold for a high-rise office building (23 floors) in the city of Mashhad in Iran. Our strategy was to supply load electric, thermal, and refrigeration with the help of solar energy. In addition, its superiority over other systems was evaluated. Analysis and study of solar radiation and the maximum level of solar panels use, according to the architectural plan, were carried out at the project site. The analysis of shadow points, the use of inverters and electrical detectors to increase the maximum solar power, and its cost-effectiveness were carefully studied via PVSOL software. Additionally, the amount of heat, cold, and electricity consumption was accurately calculated according to international standards and utilizing HAP software. The criteria for saving on the initial cost reduction, carbon dioxide emission reduction, operating cost reduction, payback period, revenue, and the minimum life expectancy of the equipment compared to those in other methods were also evaluated. The results obtained from the designed system of simultaneous generation of electricity, heat, and refrigeration, which combines gas microturbines as the primary stimulus, a combination of absorption and compression chiller to provide refrigeration load, a boiler for auxiliary heat load, and a thermal photovoltaic system to produce both electric and thermal loads, were finally revealed. This is believed to be a cost-effective strategy for high-rise residential or commercial buildings with a geographical location like that of Mashhad. Based on the electricity sales to the grid, with the rate of increase in inflation in electricity tariffs, this design in the Mashhad project was estimated to have an annual income of 166.676 thousand dollars. Moreover, the initial capital return period in this project was calculated to be 5.19 years.
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Rana, Virendra Singh, Mohit Kumar Arya, Dr Nishant Mathur y Dr Ram Karan Singh. "PHASE CHANGE HEAT STORAGE MATERIALS IN SCHEFFLER REFLECTOR: AN INSIGHTFUL SUSTAINABLE STUDY OF RENEWABLE ENERGY". En Futuristic Trends in Renewable & Sustainable Energy Volume 3 Book 6, 307–17. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bars6p9ch1.

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Energy is the requirement for the people to cater their basic necessities. Biomass, fossil and other carbon based fuels are the primary sources of natural energy. These carbon based fuels are limited and have negative impact on the environment. There is an urgent need of clean and environmental – friendly innovative energy technologies. Solar energy can be a feasible solution for the sustainable development especially when the world is facing environmental, population and economic growth problems. The Scheffler is a special solar concentrator device which can reach high temperature within a short interval of time. The heat retention capability of Scheffler can be increased significantly by assembling a heat storage unit in it. In this study, properties based on thermal and physical (density, thermal conductivity and melting point of different thermal storage materials (bricks, concrete, water, Phase Change Material (PCM), Latent Heat Storage Material (LHS), aluminum, iron, molten salts, silicon etc.) are compared which are used to store the heat energy for a longer period. It is observed that the heat capacity of LHS is much higher as compared to other storage materials which makes Scheffler to store heat for extended duration and using it in a sustainable way. Results and reports are highlighted in a comparative format using tables and graphs to analyze the effect of properties like melting point, thermal conductivity, and density on the specific heat of a LHS material. High heat retention material’s need is predicted to rise in the future, as it can fill the energy scarcity of the people especially for cooking and can help in achieving the various sustainable development goals
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