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"Jesus Saved an Ex-Con" - Edward Orozco Flores - Bog - New York University Press - Plusbog.dk

"Jesus Saved an Ex-Con" - Edward Orozco Flores - Bog - New York University Press - Plusbog.dk

An examination of the efforts of faith-based organizations to expand the rights of the formerly incarcerated The use of religion to rehabilitate and redeem formerly incarcerated individuals has been a cultural touchstone of the modern era. Yet religious outreach to those with criminal records has typically been associated with an emphasis on private spirituality, with efforts focused on repentance, conversion, and restorative justice. This book sheds light on how faith-based organizations utilize the public arena, mobilizing to expand the social and political rights of former inmates. In "Jesus Saved an Ex-Con," Edward Orozco Flores profiles Community Renewal Society and LA Voice, two faith-based organizations which have actively waged community organizing campaigns to expand the rights of people with records. He illuminates how these groups help the formerly incarcerated re-enter broader communities through the expansion of citizenship rights and participation in civic engagement. Most work on prisoner reentry has focused on how the behavior of those with records may be changed through interventions, rather than considering how those with records may change the society that receives them. Flores explores how the formerly incarcerated use redemption scripts to participate in civic engagement, to remove the felony conviction question from employment applications and to restrict the use of criminal background checks in housing and employment. He shows that people with records can redeem themselves while also challenging and changing the way society receives them.

DKK 777.00
1

"Jesus Saved an Ex-Con" - Edward Orozco Flores - Bog - New York University Press - Plusbog.dk

"Jesus Saved an Ex-Con" - Edward Orozco Flores - Bog - New York University Press - Plusbog.dk

An examination of the efforts of faith-based organizations to expand the rights of the formerly incarcerated The use of religion to rehabilitate and redeem formerly incarcerated individuals has been a cultural touchstone of the modern era. Yet religious outreach to those with criminal records has typically been associated with an emphasis on private spirituality, with efforts focused on repentance, conversion, and restorative justice. This book sheds light on how faith-based organizations utilize the public arena, mobilizing to expand the social and political rights of former inmates. In "Jesus Saved an Ex-Con," Edward Orozco Flores profiles Community Renewal Society and LA Voice, two faith-based organizations which have actively waged community organizing campaigns to expand the rights of people with records. He illuminates how these groups help the formerly incarcerated re-enter broader communities through the expansion of citizenship rights and participation in civic engagement. Most work on prisoner reentry has focused on how the behavior of those with records may be changed through interventions, rather than considering how those with records may change the society that receives them. Flores explores how the formerly incarcerated use redemption scripts to participate in civic engagement, to remove the felony conviction question from employment applications and to restrict the use of criminal background checks in housing and employment. He shows that people with records can redeem themselves while also challenging and changing the way society receives them.

DKK 262.00
1

Fandom, Second Edition - - Bog - New York University Press - Plusbog.dk

Fandom - - Bog - New York University Press - Plusbog.dk

The Book of Charlatans - Jamal Al Din 'abd Al Rahim Al Jawbari - Bog - New York University Press - Plusbog.dk

The Book of Charlatans - Jamal Al Din 'abd Al Rahim Al Jawbari - Bog - New York University Press - Plusbog.dk

Maqamat Abi Zayd Al-Saruji - Al Hariri - Bog - New York University Press - Plusbog.dk

Impostures - Al Hariri - Bog - New York University Press - Plusbog.dk

Pranksters - Kembrew Mcleod - Bog - New York University Press - Plusbog.dk

Pranksters - Kembrew Mcleod - Bog - New York University Press - Plusbog.dk

From BenjaminFranklin''s newspaper hoax that faked the death of his rival to Abbie Hoffman’sattempt to levitate the Pentagon, pranksters, hoaxers, and con artists have causedconfusion, disorder, and laughter in Western society for centuries. Profilingthe most notorious mischief makers from the 1600s to the present day, Prankstersexplores how “pranks” are part of a long tradition of speaking truth to powerand social critique.Invoking such historical and contemporary figures as P.T. Barnum,Jonathan Swift, WITCH, The Yes Men, and Stephen Colbert, Kembrew McLeod showshow staged spectacles that balance the serious and humorous can spark importantpublic conversations. In some instances, tricksters have incited social change(and unfortunate prank blowback) by manipulating various forms of media, fromnewspapers to YouTube. For example, in the 1960s, self-proclaimed “professionalhoaxer” Alan Abel lampooned America’s hypocritical sexual mores by usingconservative rhetoric to fool the news media into covering a satirical organizationthat advocated clothing naked animals. In the 1990s, Sub Pop Recordsthen-receptionist Megan Jasper satirized the commodification of alternativemusic culture by pranking the New YorkTimes into reporting on her fake lexicon of “grunge speak.” Throughout thisbook, McLeod shows how pranks interrupt the daily flow of approved informationand news, using humor to underscore larger, pointed truths.Written in an accessible, story-driven style, Prankstersreveals how mischief makers have left their shocking, entertaining, andeducational mark on modern political and social life.

DKK 262.00
1

The Privilege of Play - Aaron Trammell - Bog - New York University Press - Plusbog.dk

The Privilege of Play - Aaron Trammell - Bog - New York University Press - Plusbog.dk

The story of white masculinity in geek culture through a history of hobby gamingGeek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.

DKK 777.00
1

The Privilege of Play - Aaron Trammell - Bog - New York University Press - Plusbog.dk

The Privilege of Play - Aaron Trammell - Bog - New York University Press - Plusbog.dk

The story of white masculinity in geek culture through a history of hobby gaming Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity's exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.

DKK 262.00
1