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God is furious. He has run out of patience with humans and decided that our time is over. We've had our chance and it's back to the drawing board. Mo, and Jay, best friends who've screwed up in the past, beg him for one more chance to get the humans back on track. Alongside Mr Saluzar, the head of a global charity foundation, and Nick, The Fallen Angel, they hurtle towards Armageddon and their one chance to prove God wrong. They have seven days to save us. Praise for On The Seventh Day: “I don't know any other writer with the diversity of Mr Wilson when it comes to putting his stories on paper, the only guarantee is they're Scottish. “ – Amazon reader. “A strange mix of book. It made...
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book of...
This volume was first published by Inter-Disciplinary Press in 2016. Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?
A favourite with both students and lecturers, How to Do Media and Cultural Studies provides readers with all the knowledge and practical expertise they need to carry out their project or dissertation. Giving them hands-on guidance on managing the whole process, Jane Stokes: Shows students how to identify a topic and create a research question Guides them through the research process, from getting started through to writing-up Explores a range a case studies, showing how methods have been applied by others Expanded and updated throughout, this 3rd edition now includes: Increased coverage of digital media, social media and internet research More practical exercises to help you tie media and cultural theory to your work New guidance on understanding research ethics New guidance on mixing and combining methods How to Do Media and Cultural Studies has inspired thousands of students and researchers to understand why studying media texts, industries and audiences is so important. It is an ideal companion for anyone conducting a research project.
This collection of essays focuses on the diverse interactions between religious and commercial practices in U.S. history. Studying religion and the marketplace from various angles, each chapter offers insights into a long and intimate relationship between two aspects of American culture.
This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
What is Leisure Studies? Who are the key figures in the field? How can we evaluate the relevance of concepts in the field? This is the first full length Dictionary of Leisure Studies. It examines the key concepts, assesses the work of central figures and helps students zero-in on essential issues and conceptual distinctions. The Book: • Provides an unprecedented critical survey of the field • Offers students authoritative, comprehensive accounts of the basic concepts and leading figures • Provides students with core resources to write essays and pass exams Written by teachers experienced with the needs of undergraduates and postgraduates in the field, the book will be quickly recognized as a vital asset in making sense of Leisure Studies.