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Matthew Sutton's definitive study of Aimee Semple McPherson reveals the woman, most often remembered as the hypocritical vamp in Sinclair Lewis's 'Elmer Gantry', as a trail-blazing pioneer.
Evangelists --- McPherson, Aimee Semple, --- Hutton, Aimee McPherson, --- International Church of the Foursquare Gospel --- Foursquare Church --- Clergy --- McPherson, Aimee Semple --- United States --- Biography
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Christian Science --- Christadelphians --- Church and social problems --- Elim Foursquare Gospel Alliance.
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Christadelphians --- Christian Science --- Church and social problems --- 316:2 <41> --- Brothers of Christ --- Thomasites --- Christian sects --- Church of Christ, Scientist --- Divine healing --- Mind-cure --- Spiritual healing --- 316:2 <41> Godsdienstsociologie--Verenigd Koninkrijk van Groot-Brittannië en Noord-Ierland --- Godsdienstsociologie--Verenigd Koninkrijk van Groot-Brittannië en Noord-Ierland --- Elim Foursquare Gospel Alliance. --- Elim Foursquare Gospel Alliance --- Elim Tabernacle --- Elim Church --- Elim Foursquare Gospel Church --- Christian church history --- Sociology of religion --- Great Britain
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This book focuses on building and maintaining brand community in the emerging, dynamic space of social media. A theoretical model encompassing brand characteristics, relational factors, and characteristics of the brand user community is used as a structure to explain the various aspects of online brand communities. Furthermore, the authors discuss how online brand communities differ from and can be used to complement traditional, face-to-face brand communities. Brand managers, social media managers, and other members of the brand team will find this book useful for strategic decision-making in both building and maintaining brand communities. In addition, this book will serve as a practical guide for working professionals enrolled in executive education degree programs as these programs continue to be developed in universities throughout the world.
Branding (Marketing) --- Social media. --- Online social networks in business. --- Branding --- brand community --- customer service --- Facebook --- Foursquare --- Instagram --- Pinterest --- Snapchat --- social media --- Twitter
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In Shalom, the Spirit and Pentecostal Conversion , Grace Milton presents a uniquely practical-theological model of Pentecostal conversion, centered on empirical data from a congregational case study. Pentecostal-Charismatic conversion is commonly equated with a dramatic, “Damascus road” type event, which directly opposes prevailing theories within the social sciences that conversion is a more gradual process over time. This raises the question, how far do these Pentecostal stereotypes reflect lived experience? In this book, for the first time, the experiences and beliefs of ordinary Pentecostal believers are drawn into conversation with conversion theories from the human sciences (sociology, psychology and anthropology) and theology. The result is a distinctly Pentecostal model of conversion, which interprets religious transformation through the theological lens of Shalom .
Conversion --- Pentecostal converts. --- Pentecostalism. --- Conversion. --- Religious conversion --- Psychology, Religious --- Proselytizing --- Charismatic Movement --- Charismatic Renewal Movement --- Latter Rain movement --- Neo-Pentecostalism --- Pentecostal movement --- Christianity --- Gifts, Spiritual --- Glossolalia --- Converts, Pentecostal --- Christian converts --- Pentecostals --- Pentecostal churches. --- Elim Pentecostal Church. --- Elim Foursquare Gospel Alliance --- Elim Tabernacle --- Elim Church --- Elim Foursquare Gospel Church
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new religious movements --- the Church of Jesus Christ of Latter-day Saints --- the Baha'i faith --- the Foursquare Gospel --- Pentecostalism --- Raelians --- UFO religion --- Orisha worship --- Ifa --- Santeria --- Candomble --- Lukumi --- Falun Gong --- Falun Dafa --- Neo-Paganism --- Wicca --- New Kadampa tradition --- media
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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
Social Media --- Médias sociaux --- Médias --- Computer games. --- Video games -- Psychological aspects. --- Video games -- Social aspects. --- Computer games --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Psychological aspects --- #SBIB:309H103 --- #SBIB:309H040 --- #SBIB:309H17 --- 316.37 --- Application software --- Electronic games --- Social aspects. --- Psychological aspects. --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Populaire cultuur algemeen --- Computer- en videogames --- Identiteit. Individu en maatschappij. Persoonlijkheid --- 316.37 Identiteit. Individu en maatschappij. Persoonlijkheid --- Computer games - Social aspects --- Computer games - Psychological aspects --- Video games - Social aspects --- Video games - Psychological aspects --- Internet games --- Television games --- Videogames --- Games --- digital media --- play --- huizinga --- identity --- homo ludens --- history --- European history --- Casual game --- Foursquare City Guide --- Mobile phone --- Video games.
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Every day, millions of people turn to small handheld screens to search for their destinations and to seek recommendations for places to visit. They may share texts or images of themselves and these places en route or after their journey is complete. We don't consciously reflect on these activities and probably don't associate these practices with constructing a sense of place. Critics have argued that digital media alienates users from space and place, but this book argues that the exact opposite is true: that we habitually use digital technologies to re-embed ourselves within urban environments. 0'The Digital City' advocates for the need to rethink our everyday interactions with digital infrastructures, navigation technologies, and social media as we move through the world. Drawing on five case studies from global and mid-sized cities to illustrate the concept of "re-placeing," Germaine R. Halegoua shows how different populations employ urban broadband networks, social and locative media platforms, digital navigation, smart cities, and creative placemaking initiatives to turn urban spaces into places with deep meanings and emotional attachments. Through timely narratives of everyday urban life, Halegoua argues that people use digital media to create a unique sense of place within rapidly changing urban environments and that a sense of place is integral to understanding contemporary relationships with digital media.
Foursquare. --- GPS. --- Google Fiber. --- Instagram. --- Kansas City. --- National Endowment for the Arts. --- Portugal. --- South Korea. --- United Arab Emirates. --- broadband networks. --- cognitive mapping. --- creative placemaking projects. --- creative placemaking. --- digital connection. --- digital connectivity. --- digital environments. --- digital inclusion. --- digital infrastructure. --- digital maps. --- digital media technology. --- digital media use. --- digital media. --- digital storytelling. --- digital technology. --- funding for digital initiatives. --- funding practices. --- geo-location. --- institutional support. --- location-based social media. --- locative media. --- mobile navigation. --- navigation technology. --- place and society. --- placemaking. --- smart city. --- smart-from-the-start city. --- social media. --- urban environments. --- urban mapping. --- urban planning. --- urban renewal. --- urban space. --- urbanism. --- wayfinding strategies.
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Howe then turns to Chartres, a traditional location of pilgrimage, to ask what other sites might still be capable of compelling visitors in secular time. He portrays Berlin as a scene of twentieth-century history--and a city that helped him make sense of his American life. Finally, he writes about Columbus, Ohio, as home. Vividly rendering the places he has known, Howe meditates on the weight of home, the temptations of the metropolis, the fact of dislocation, the unraveling of history, the desire to remake ourselves through voyage, and the wonder of the familiar.In ways that too often elude travel writers, it is place that holds our imagination, that inspires much of our art and literature. Howe's references are often literary - Kafka, Roland Barthes, Flaubert - while his elegy to Columbus's High Street reveals a striking depth of feeling for a main drag marked by fast food chains and ethnic restaurants, student hang-outs and underused parks. Across an Inland Sea evokes the various senses of place that can fill and haunt a life--and ultimately give life its form and meaning. How do the places we live in and visit shape our lives and memories? What does it mean to reside in different locations across the span of a life? In richly textured portraits of places seen from within, Nicholas Howe contemplates how places create and gather their stories and how, in turn, a sense of place locates the stories of our own lives.Howe begins with one of the finest descriptions ever written of Buffalo, that city on an inland sea where he grew up. He gives us a fresh Paris, viewed from the river below. And he depicts Oklahoma as a site of open lands and dislocation--a place of coming and going.
Authorship. --- Place (Philosophy) --- Americans --- Anglicists --- Medievalists --- College teachers --- English teachers --- Howe, Nicholas. --- Howe, Nicholas --- Homes and haunts. --- United States. --- Europe. --- Alexandria. --- Baptists. --- Black Sea. --- Califokies. --- Canadian border. --- Cat’s Eye. --- Christ. --- Cimarron. --- Courier Express. --- Fortune. --- Heart of Darkness. --- La Flute. --- London Perceived. --- Medicine Wheel. --- Mittel Europa. --- Okies. --- Oklahoma. --- Orkneyinga Saga. --- Panhandle. --- Pawnee Bill. --- Photographic World Atlas. --- Promenade. --- River Spree. --- Sentimental Education. --- Socialism. --- Sports Illustrated once. --- Sulphurous Evening. --- The Canterbury Tales. --- The Natural. --- Times Atlas of the World. --- Trebizond. --- Valerianne. --- Wende. --- bateaux-mouches. --- bison. --- cathedral. --- church home. --- domicile fixe. --- emblazonings. --- foursquare. --- historical. --- human places. --- imagination. --- interruption. --- knowledge. --- mammal. --- mythology. --- pentimento. --- pilgrimage. --- unwritten may. --- wood-frame house.
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William Monéy & the New Testament Church --- William Seymour & the Azusa Street Revival --- Aimee Semple McPherson & the Foursquare Gospel --- Bebe Patten & the Christian Evangelical Churches --- King Louis Narcisse & the Mount Zion Spiritual Temple --- Joe Jeffers & the Kingdom of Yahweh --- Herbert W. Armstrong & the Worldwide Church of God --- dr. Gene Scott & the Faith Center Church --- Wesley Swift & Christian Identity --- Jack T. Chick & his Comic-Book Ministry --- R.L. Hymers & the Fundamentalist Army --- Harold Camping, Family Radio & the End of the World --- David 'Moses' Berg & the Children of God --- Troy Perry & the Metropolitan Community Church --- Phil Aguilar & the Set Free Ministry --- Bishop Rodriguez & the Mexican National Catholic Church --- Mel Gibson & the Church of the Holy Family --- Leonard Knight & Salvation Mountain
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