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Seven Interpretive Essays on Peruvian Reality (Siete ensayos de interpretación de la realidad peruana), first published in 1928, is Mariátegui's major statement of his position and has gone into many editions, not only in Peru but also in other Latin American countries. The topics discussed in the essays—economic evolution, the problem of the Indian, the land problem, public education, the religious factor, regionalism and centralism, and the literary process—are in many respects as relevant today as when the book was written.

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Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games [J

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This section will contain essays on reality as it relates to creating a legacy of peace. What do we need to know, or learn, or struggle to understand, if we are to take effective and constructive action to make a better world than the one we were born into? Contributions are very welcome. Let's try to understand reality together, to the farthest limits that the human mind and heart can reach.

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Williams, J. P., Sean Q. Hendricks, and W. K. Winkler. Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games. Jefferson, NC: McFarland & Company, Inc., 2006.

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A caricature of American stupidity, a metaphor about our consumer society and a visual interpretation of the Arab Spring. Pearl Square is burning, welcome to Essays On Reality, Chapter 1.

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While Americans laud the progress made toward gender equality in the workplace, at the voting booth, and in many areas of American society, gender bias and stereotyping is still very much alive, and is perhaps nowhere more evident than in the world of video gaming. The importance of video games in the United States cannot be denied. According to Kristen Lucas and John L. Sherry (2004), 76% of family homes with at least one boy own video games as compared to 58% of homes with at least one girl, and out of a survey of 375 people, 54.6% of young women and 88.3% of young men were players. Cases regarding various aspects of video games have even reached as high as the U.S. Supreme Court. In June of 2011, the United States Supreme Court ruled in Brown, Governor of California, et al, v. Entertainment Merchants Association et al., that video games are an "art" in the United States and are, thus, protected in the same way as other arts. Consequently, playing violent video games in no way differs from reading violent literature or looking at violent artwork. Video gaming in the United States also provides an interesting subculture to be explored. This subculture seems to promulgate many stereotypes about women, and these biases are being planted in a huge segment of our society, much of which is the younger generation. The "gaming" or "gamer" subculture in the United States is vast. This subculture is thoroughly explored by J.P. Williams et al. in Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games (2006). This book explores many facets of the gaming subculture in the United States, from strategy to gaming identity to, as one of the chapters in the book is titled, "Desktop Conquistadors: Negotiating American Manhood in the Digital Family Role-Playing Game" (Schut, 2006). What this book, and so many others, fails to look at are women within the subculture of gaming and gamers.