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"Cuprins Notă asupra ediției ................................................................... 5 I. Prieteni și cunoscuți interbelici Ionel Jianu... more
"Cuprins

Notă asupra ediției ................................................................... 5

I. Prieteni și cunoscuți interbelici

Ionel Jianu .................................................................................. 11
Mircea Lungu ............................................................................ 61
Mihail Rinea ............................................................................... 71
Peretz Reiter ............................................................................. 79
Sergiu Dan ................................................................................. 83
Nicu Steinhardt ........................................................................ 93
Miron Grindea ......................................................................... 121
Edgar Papu .............................................................................. 127
Beno Sebastian ...................................................................... 133
Lucian Boz ................................................................................ 141
Berthe Dominic ....................................................................... 149

II. Elevi și discipoli postbelici

Marcel Leibovici ...................................................................... 155
Nicolae Morcovescu .............................................................. 189
Anton Zigmund-Cerbu .......................................................... 237
Arion Roșu ................................................................................. 263
Adriana Berger ......................................................................... 295

Abrevieri ..................................................................................... 409"
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"Content: Transculturation of the games; Militarization of the virtual environment; Hate speech; Game, science or art?; New era in game studies; A multi-billion dollar industry; Virtual societies; Anonymity and "des-individualization";... more
"Content:
Transculturation of the games; Militarization of the virtual environment; Hate speech; Game, science or art?; New era in game studies; A multi-billion dollar industry; Virtual societies; Anonymity and "des-individualization";  Speech of hatred, racism and prejudice as human products; Stereotypes and the media; Violence and personality disorders; Racism and racial discrimination; Beyond negative representations; Minorities in video games; Violence against women and sexism; Addiction to a minefield and final effect of cultivation in the games. More than 208 sources cited, 53 illustrations of the major video games analyzed and a comprehensive analytical index, are some of the features of this essay."
""Contenido: Transculturación de los juegos; Militarización del ambiente virtual; Discurso de odio; ¿Juego, ciencia o arte?; Nueva era en estudios de los juegos; Una industria multimillonaria; Las sociedades virtuales; Anonimato y... more
""Contenido:
Transculturación de los juegos; Militarización del ambiente virtual; Discurso de odio; ¿Juego, ciencia o arte?; Nueva era en estudios de los juegos; Una industria multimillonaria; Las sociedades virtuales; Anonimato y “des-individualización”;  Discurso de odio, racismo y prejuicio como productos humanos; Estereotipos y los medios; Violencia y Trastornos de personalidad; Racismo y discriminación racial; Más allá de
Representaciones negativas; Minorías en los videojuegos; Violencia contra mujeres y sexismo; Adicción a un campo minado y finalmente Efecto de cultivo en los juegos.
Más de 208 fuentes citadas, 53 ilustraciones de los principales juegos de video analizados y un completo índice analítico, son algunas de las características de este ensayo. ""
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Video games are increasingly becoming an important media today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art... more
Video games are increasingly becoming an important media today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art form spanning interactive games, to virtual socie-ties where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrepresentations of blacks, Latinos and other races, or the objectification of women are pre-sent in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Americans. Abuse of the frustrations and desires of the user, handling codes and the system an-swers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.
A budapesti Holokauszt Dokumentációs Központ és Emlékgyűjtemény 2010. évi időszaki kiállításához (Számokba zárt sorsok - A numerus clausus 90 év távlatából).
Video games are increasingly becoming an important medium today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art... more
Video games are increasingly becoming an important medium today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art form spanning interactive games, to virtual socie-ties where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, as a result of the influence of other media, like television, with misrepresentations of blacks, Latinos and other races, or the objectification of women are present in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Americans. Abuse of the frustrations and desires of the user, handling codes and the sys-tem answers of users to maintain the player engagement, has more resemblance to use of illegal drugs with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or ex-pectations. Same as satisfying or surrender to corporate or group interests. Here are some ideas for the intent of this survey.
An extensive study, part of a trilogy about Cuban immigration to the United States from the Discovery of the American Continent by the Spaniards to the present. The book extends on the sources, motivations and contradictions of the... more
An extensive study, part of a trilogy about Cuban immigration to the United States from the Discovery of the American Continent by the Spaniards to the present. The book extends on the sources, motivations and contradictions of the different political and economic fluxes of emigrations from the island to the mainland, taking into consideration, particularly the part of the state of Florida and the leading intellectual figures of different political exiles arrivals, as José Martí.
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Turkish PM Erdogan’s paranoia and authoritarianism in domestic politics as well as his leaning towards radical Islam and support of radical Islamist groups are embedded in his antisemitic world views. His obsession with Jews and Israel... more
Turkish PM Erdogan’s paranoia and authoritarianism in domestic politics as well as his leaning towards radical Islam and support of radical Islamist groups are embedded in his antisemitic world views. His obsession with Jews and Israel meets increasingly widespread opinions in Turkish society. The consequences of antisemitism from the highest level of government are felt in Turkish society, Jewish communities, Israel, and international relations in the Middle East in general.
""This book helps us understand the current resurgence of social prejudice against ethnic minority groups, the logics of scapegoating and the resulting violence. Our time is characterised by a growth in expressed hostility and... more
""This book helps us understand the current resurgence of social prejudice against ethnic minority groups, the logics of scapegoating and the resulting violence.


Our time is characterised by a growth in expressed hostility and violence towards people who are perceived as 'others'. Hatred towards and discrimination against minorities is on the rise. This book presents a new understanding of prejudice, racism, antisemitism, xenophobia, islamophobia, sexism and homophobia. It combines philosophy with psychoanalytic thinking, sociology and psycho-social studies, analysing the unconscious elements of social processes.


The author makes a case for framing a questioning of prejudice, not in terms of normality versus pathology or deviance, but in what is socially unconscious. Hypocrisy and double standards are inherent in our social practices; we believe in equality, yet we do not always do it. Thus this study takes account of conflicts between theory and practice, layers of implicit- and explicitness, pre- and unconscious experience and the power differentials that shape these constellations.


There is no neutral point of view from which prejudice can be addressed. The chapters in this study approach the problem of how to understand prejudice from different angles, aiming at ways of enabling listening to voices that are rarely heard. It questions how to reshape society so as to make room for people who appear to embody so-called contemptible qualities – for extension of respect across differences and inequalities.
""
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"Le regard des chercheurs Nonna Mayer (Sciences Po, CEE, CNRS), Guy Michelat, (Sciences Po, CEVIPOF), Vincent Tiberj et Tommaso Vitale (Sciences Po, CEE), sur les phénomènes de racisme (2ème partie du rapport, à partir de la page 157).... more
"Le regard des chercheurs Nonna Mayer (Sciences Po, CEE, CNRS), Guy Michelat, (Sciences Po, CEVIPOF), Vincent Tiberj et Tommaso Vitale (Sciences Po, CEE), sur les phénomènes de racisme (2ème partie du rapport, à partir de la page 157).

Les insultes d’une rare violence visant la ministre de la Justice, Christiane Taubira comparée à une guenon, ont relancé un vif débat sur le racisme en France1, quelques semaines avant que ne débute le sondage annuel effectué pour la CNCDH2. L’enquête permet, au-delà de l’émotion suscitée par de tels propos, de faire le point sur l’évolution des préjugés à l’égard de l’autre (chapitre 1), ainsi que sur leur structure et leurs facteurs explicatifs (chapitre 2), et d’explorer plus en détail trois d'entre eux qui ont été au coeur du débat public pendant l'année écoulée : les préjugés antijuifs (chapitre 3), antimusulmans (chapitre 4) etanti-Roms (chapitre 5)."
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