You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Euphoria and Dystopia: The Banff New Media Institute Dialogues is a compendium of some of the most important thinking about art and technology to have taken place in the last few decades at the international level. Based on the research of the Banff New Media Institute (BNMI) from 1995 to 2005, the book celebrates the belief that the creative sector, artists and cultural industries, in collaboration with scientists, social scientists and humanists, have a critical role to play in developing technologies that work for human betterment and allow for a more participatory culture. The book is organized by key themes that have underscored the dialogues of the BNMI and within each are carefully ed...
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; au...
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Choice Outstanding Academic Title 2023 The Myth of Harm engages and analyses controversies generated by horror that examines some of the most high-profile media debates around the issue of whether or not horror texts corrupt children. The horror genre has endured a long and controversial success within popular culture. Fraught with accusations pertaining to its alleged ability to harm and corrupt young people and indeed society as a whole, the genre is constantly under pressure to suppress that which has made it so popular to begin with - its ability to frighten and generate discussion about society's darker side. Recognising the circularity of patterns in each generational manifestation of ...
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...
Historiographies of Game Studies offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field ...
First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 fr...
"'African Media, African Children' is the title of the tenth Yearbook of the International Clearinghouse on Children, Youth and Media. Over the years, we have focused attention on a wide range of topics, but this is the first Yearbook with a geographical focus, and a vast continent at that. A focus on Africa seems both timely and important. When issues about children and media are discussed, all too often the frame of reference is the media culture of the Western world. There is an urgent need for the agenda to become open to non-Western thoughts and intercultural approaches to a much higher degree than is the case at present. The essays in this volume reflect a wide-range of issues and concerns related to children's media culture in Africa. For example, several address the role of entertainment television in Addis Abba, Ghana, South Africa, Kenya, and Zambia and in the lives of Muslim children. Other essays introduce us to children-centered media from Ghana, South Africa, and Zimbabwe, and the innovative programs of PLAN-International. In addition to entertainment media and children-centered media, media education and digital media literacy are also discussed."--Publisher website.