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This book analyzes the literary representation of Indigenous women in Latin American letters from colonization to the twentieth century, arguing that contemporary theorization of Indigenous feminism deconstructs denigratory imagery and offers a (re)signification, (re)semantization and reinvigoration of what it means to be an Indigenous woman.
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.
The Novel as Network: Forms, Ideas, Commodities engages with the contemporary Anglophone novel and its derivatives and by-products such as graphic novels, comics, podcasts, and Quality TV. This collection investigates the meaning of the novel in the larger system of contemporary media production and (post-)print culture, viewing the novel through the lens of actor network theory as a node in the novel network. Chapters underscore the deep interconnection between all the aspects of the novel, between the novel as a (literary) form, as an idea, and as a commodity. Bringing together experts from American, British, and Postcolonial Studies, as well as Book, Publishing, and Media Studies, this collection offers a new vantage point to view the novel in its multifaceted expressions today.
Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches...
This book reconnects The Federalist Papers to the study of American politics and political development, arguing that the papers contain previously unrecognized theory of institutional power, a theory that enlarges and refines the contribution of the papers to political theory, but also reconnects the papers to the study of American politics.
This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.
The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.
Examines the major challenges facing higher education and provides the text of the World Declaration on Higher Education for the Twenty-first Century and the framework for action adopted by the conference. Presents regional declarations and action plans for five world regions.
Section four: The EOHR recommendations
Game Studies in Brazil: Book One ins an attempt to begin mapping out the research field of videogames ins Brazil by means of cartography of knowledge. Game Studies in Brazil: Book One contains five chapters written by Brazilian researchers in the fields of education, health sciences, games studies, poetics, and literature. The chapters in this book are about projects and experiences in using games for teaching literature in public schools, and serious games for public health awareness.