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This volume was first published by Inter-Disciplinary Press in 2016. The articles comprised in this anthology are attempting to discuss the rapid change of digital media technologies and the way they impetus our understanding of history and memory. History should not be regarded only as an object of research. It is also a subject, performing and registering agency. The aim of the articles will not be to cover the whole range of mediated histories, but to claim fresh insights for debate and discovery in terms of digital memories. In this sense, contributions for this volume will leave the “doors of perception” (Aldous Huxley) wide open and sketch the impact of media to different cultural practices, identity work and preservation of history, as well as the examination of it. Likewise, divergence of the papers at hand indicates that the concept “digital” ought to be recognized as institutional practices, methodological tools, or as content providers for memories.
Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.
This book brings together various different analyses of the Star Wars movies, each of which approaches the films from a different point of view, such as history, music, advertisement, new media, ideology, economics, politics, and narration. The book will appeal to various audiences, from high school students to academicians, and from university students to fans of the Star Wars franchise.
This volume was first published by Inter-Disciplinary Press in 2013. This ebook provides an overview of the research presented at the seventh annual Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction conference, hosted by Inter-Disciplinary.Net at Mansfield College, Oxford, in July 2012. Ranging from analyses of virtual spaces and cyberpunk fiction to critical examinations of posthumanism and online behaviour, with numerous fascinating detours along the way, these interdisciplinary and international perspectives provide further evidence, if any was needed, that our lives are intricately networked and connected—across digital, fictional, intellectual, and posthuman spaces. In one way or another, the chapters collected here all attempt to navigate these spaces.
Star Wars defined popular, big-screen science fiction. Still, what many viewers best recall is assertive, hilarious Leia, the diminutive princess with a giant blaster who had to save them all. As the 1977 film arrived, women were marching for equality and demanding equal pay, with few onscreen role models. Leia echoed their struggle and showed them what they could be. Two more films joined in, though by the early eighties, post-feminism was pushing back and shoving the tough heroine into her pornographic gold bikini. After a sixteen-year gap, the prequels catered to a far different audience. Queen Amidala’s decoy power originates in how dominated she is by her massive royal gowns. This obs...
Old enemies never truly disappear. When they return, peace becomes fragile and clans are on the brink of destruction. Were Saber-toothed Cat Neyla relives her real-life nightmares upon Keno's reappearance. Her longtime nemesis is scheming to overthrow the supernatural society. With Keno's followers growing each day, Fae, Weres, Shifters and others with special gifts, are at risk. In these dark times, everyone must join ranks and keep faith in a better tomorrow. Unfortunately, the price may be high.
Star Wars has been a best-selling franchise since its creation in 1977. In the media landscape and people's imaginations, its longevity isn't surprising, given the efficient narrative models and strong multiple influences it possesses. Fictional universes of this importance that are meant for audiences of many ages have a responsibility in terms of representation and inclusiveness. This collection of essays looks at different aspects and eras of the Star Wars universe: movies, television series, video games, and novels. It addresses the portrayal of children, women, ethnic diversity, and disability; and whether they offer positive and layered images of both heroes and villains. Almost forty years of narratives of multiple forms has pitted Star Wars against societal and media evolutions, thus affecting narrative approaches and choices. A Galaxy of Possibilities explores some of their impacts on the franchise. The new revised edition brings more in-depth content, as well as two bonus chapters to provide a broader look at the complex notion of inclusiveness.
Morden Avachk of the Pravos Department is used to dealing with terrorists in the Dantek System. What he didn't expect to find in a weapons cache was preparations for large-scale biological warfare. He and his crew can't face this alone. They need help from the targeted species: the Prisias. Reaching out to High Priestess Vahika and her peers, Morden's team hastily develops a plan in the hopes of stopping the terrorists before they strike. And to hell if Morden's superiors disagree; they have a genocide to prevent.
You create content with your personality, your voice, your unique way of helping people. Content is a hub, a practice, where all the ways we communicate and share information come together as we design (and implement!) how we want to share our story, build our authority, and create community. Content is what you make of it. It's as human, ethical, and heart-centered as you want it to be. Content Marketing That's Simple, Ethical, and Customizable is here to help you craft a sustainable content strategy and its associated processes, so you can elevate your brand, attract soulful clients, and create aligned impact. We are covering content pillars (the 3-5 main topics every piece you make, focus...