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The New Media and Cybercultures Anthology
  • Language: en
  • Pages: 569

The New Media and Cybercultures Anthology

Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar's Introduction to New Media and Cyberculture

Exploring Videogames: Culture, Design and Identity
  • Language: en
  • Pages: 189

Exploring Videogames: Culture, Design and Identity

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Historiographies of Game Studies
  • Language: en
  • Pages: 781

Historiographies of Game 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 ...

Gaming Representation
  • Language: en
  • Pages: 281

Gaming Representation

Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

On Video Games
  • Language: en
  • Pages: 330

On Video Games

Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, an...

The Feminism and Visual Culture Reader
  • Language: en
  • Pages: 742

The Feminism and Visual Culture Reader

  • Categories: Art
  • Type: Book
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  • Published: 2010
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  • Publisher: Unknown

Feminism is one of the most important perspectives from which visual culture has been theorised and historicised over the past 30 years. This book brings together a wide array of writings, including classic texts and polemical new pieces.

Frontiers
  • Language: en
  • Pages: 700

Frontiers

  • Type: Book
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  • Published: 2005
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  • Publisher: Unknown

A journal of women studies.

An Introduction to New Media and Cybercultures
  • Language: en
  • Pages: 232

An Introduction to New Media and Cybercultures

This introduction to cybercultures provides a cutting-edge and much needed guide to the rapidly changing world of new media and communication. Considers cyberculture and new media through contemporary race, gender and sexuality studies and postcolonial theory Offers a clear analysis of some of the most complex issues in cybercultures, including identity, network societies, new geographies, and connectivity Includes discussions of gaming, social networking, geography, net-democracy, aesthetics, popular internet culture, the body, sexuality and politics Examines key questions in the political economy, racialization, gendering and governance of cyberculture

The World is a Text
  • Language: en
  • Pages: 776

The World is a Text

The book teaches readers the usefulness of learning to actively "read" their surroundings. The new edition features a greatly expanded section on writing, editing, and making arguments. This cultural studies reader directly engages the process of writing about the "texts" one sees in everyday life. Its comprehensive and inclusive approach focuses on the relationship between reading traditional works-such as short stories, and poems-and other less-traditional ones-such as movies, the Internet, race, ethnicity, and television. For anyone who enjoys provocative and engaging material, and is interested in developing an appreciation for diverse cultural literary works.

The New Media Book
  • Language: en
  • Pages: 282

The New Media Book

  • Type: Book
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  • Published: 2002
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  • Publisher: Unknown

What will prove to be the lasting impact of New Media on film and television? What kinds of transformations of moving image media are really already under way? The term 'new media' has become an effective catch word both as a description of the digital delivery of media via the Internet, DVD, and digital television and as a reference to the "newness" such technologies have brought to media more generally. And yet the nature of this transformation has been over-hyped and too little understood. The New Media Book provides an accessible, critical intervention into the field of moving image studies and features 20 newly commissioned and thought-provoking essays in a format designed to be of wide...