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Titlebook: Michel Foucault and the Games of Truth; Herman Nilson Book 1998 Herman Nilson 1998 aesthetics.bibliography.care.culture.Friedrich Nietzsch

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A Culture of the Selfn if ancient erotics was beginning to be transferred from attention towards the boy to an ascetic attitude of the subject — the turning point personified by Socrates did not yet approach a hermeneutics of the self, but rather an ethics of self-control and self-mastery.
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other. But we can readily see how we need to treat such accounts with care if they are offered as guides to action, . The book’s basic theoretical position is thus highly conventional, asking what the links between theories and their facts are, and whether these links are predictive. It locates thes
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Herman Nilsonterventions to assume, in the name of formal accountability, that cause–effect relations are predictively known, and this is expressed in the techniques of the log-frame. The knowledge deployed in this official aid practice is, however, metaphorical rather than predictive..The chapter then looks at
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Herman Nilsons brought into relation with texts inside a sample generate fresh meanings overall, a “scientifically” insulated selection knows not of what it speaks. This chapter explores how investigators who sample texts with systematic (therefore meaning-configuring) criteria beg the questions they would like
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Herman Nilsonof differences in the signifying devices of a culture. Neither pattern nor its absence in coding frequencies from a corpus of texts plumbs social meaning. Texts signify by implicit contrast to what is not mentioned as well as by superseding or negating what they first affirm..
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Herman Nilsonving established brands a means to connect to new audiences. We suggest ways in which video games can be used in conjunction with social media platforms to foster creative self-expression and build networks. Specifically, we cover: (1) creating a cohesive aesthetic across a game’s semiotic planes, (
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