James B. Newman

The late James B. Newman was a member of the Department of Psychology at the Colorado Neurological Institute.

  • Essential Sources in the Scientific Study of Consciousness

    Essential Sources in the Scientific Study of Consciousness

    Bernard J. Baars, William P. Banks, and James B. Newman

    Consciousness is at the very core of the human condition. Yet only in recent decades has it become a major focus in the brain and behavioral sciences. Scientists now know that consciousness involves many levels of brain functioning, from brainstem to cortex. The almost seventy articles in this book reflect the breadth and depth of this burgeoning field. The many topics covered include consciousness in vision and inner speech, immediate memory and attention, waking, dreaming, coma, the effects of brain damage, fringe consciousness, hypnosis, and dissociation.

    Underlying all the selections are the questions, What difference does consciousness make? What are its properties? What role does it play in the nervous system? How do conscious brain functions differ from unconscious ones? The focus of the book is on scientific evidence and theory. The editors have also chosen introductory articles by leading scientists to allow a wide variety of new readers to gain insight into the field.

    • Hardcover $155.00
    • Paperback $115.00

Contributor

  • Video Games Around the World

    Video Games Around the World

    Mark J. P. Wolf

    Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.

    Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.

    Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations.

    Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

    • Paperback $45.00
  • Immunological Bioinformatics

    Immunological Bioinformatics

    Ole Lund, Morten Nielsen, Claus Lundegaard, Can Kesmir, and Søren Brunak

    Using bioinformatics methods to generate a systems-level view of the immune system; description of the main biological concepts and the new data-driven algorithms.

    Despite the fact that advanced bioinformatics methodologies have not been used as extensively in immunology as in other subdisciplines within biology, research in immunological bioinformatics has already developed models of components of the immune system that can be combined and that may help develop therapies, vaccines, and diagnostic tools for such diseases as AIDS, malaria, and cancer. In a broader perspective, specialized bioinformatics methods in immunology make possible for the first time a systems-level understanding of the immune system. The traditional approaches to immunology are reductionist, avoiding complexity but providing detailed knowledge of a single event, cell, or molecular entity. Today, a variety of experimental bioinformatics techniques connected to the sequencing of the human genome provides a sound scientific basis for a comprehensive description of the complex immunological processes. This book offers a description of bioinformatics techniques as they are applied to immunology, including a succinct account of the main biological concepts for students and researchers with backgrounds in mathematics, statistics, and computer science as well as explanations of the new data-driven algorithms in the context of biological data that will be useful for immunologists, biologists, and biochemists working on vaccine design. In each chapter the authors show interesting biological insights gained from the bioinformatics approach. The book concludes by explaining how all the methods presented in the book can be integrated to identify immunogenic regions in microorganisms and host genomes.

    • Hardcover $53.00
  • Handbook of Computer Game Studies

    Handbook of Computer Game Studies

    Joost Raessens and Jeffrey Goldstein

    A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy.

    New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.

    Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

    • Hardcover $55.00
    • Paperback $40.00