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Rockstar Games and American History
  • Language: en
  • Pages: 265

Rockstar Games and American History

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...

Revisiting Imaginary Worlds
  • Language: en
  • Pages: 452

Revisiting Imaginary Worlds

  • Type: Book
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  • Published: 2016-12-08
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  • Publisher: Routledge

The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.

Epidemics and Othering
  • Language: en
  • Pages: 247

Epidemics and Othering

The COVID-19 pandemic has affected the lives of many people around the globe and has brought to the fore discussions about the ways in which relations of power have shaped human biology and the health of populations. Focusing on these biopolitics, this collection brings together a number of historical and cultural perspectives on processes of othering in the long transnational human history of epidemics and pandemics. Contributors explore the intertwinement of biopolitics and othering with regard to specific bodies, people, and places, in relation to COVID-19 and beyond, as they discuss othering dynamics in the context of post/colonialism and with reference to a number of different cultural, political, medical and media discourses.

Wordplay and the Discourse of Video Games
  • Language: en
  • Pages: 227

Wordplay and the Discourse of Video Games

  • Type: Book
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  • Published: 2012-03-15
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  • Publisher: Routledge

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

Kids' TV Grows Up
  • Language: en
  • Pages: 242

Kids' TV Grows Up

  • Type: Book
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  • Published: 2017-08-23
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  • Publisher: McFarland

In the early days of television, suburban families welcomed TV into their homes as an electronic babysitter that would also teach their children about the world. Children's programming soon came to play a key role in the development of mass culture, promoting the shared interests, norms and vocabulary through which children interact with peers and define themselves as a cohort. This social history examines the forces driving the development of children's television in the U.S., from its inception to the present. Analyses of iconic programs reveal how they influenced our concept of childhood.

Game Face
  • Language: en
  • Pages: 612

Game Face

  • Type: Book
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  • Published: 2007
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  • Publisher: Unknown

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Library Journal
  • Language: en
  • Pages: 1284

Library Journal

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

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The Short Prose Reader
  • Language: en
  • Pages: 638

The Short Prose Reader

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Choice
  • Language: en
  • Pages: 772

Choice

  • Type: Book
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  • Published: 2006
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  • Publisher: Unknown

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Computer Games as a Sociocultural Phenomenon
  • Language: en
  • Pages: 266

Computer Games as a Sociocultural Phenomenon

In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.