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No longer a marginal media form, the study of digital game industries and ‘gameification’ is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.
This updated edition includes new chapters on Closing Time, the sequel to Catch-22; Now and Then, Heller's memoir of growing up in Brooklyn; Portrait of an Artist, as an Old Man, his posthumously published novel; and Catch as Catch Can, a collection of assorted short stories and sketches.
This unique book provides readers with a comprehensive and contemporary perspective on gangs in America. Its current articles, written by national experts in the field, contain a variety of diverse viewpoints and contribute to a well-rounded understanding of gangs and their broad societal implications. KEY TOPICS A seven-part organization covers 1) understanding and defining gangs; 2) gender issues; 3) race and ethnicity; 4) gangs in prisons and schools; 5) violence and drugs; 6) gang victimization; and 7) gang prevention and intervention. For law enforcement, police, court personnel, prosecutors, public defenders, attorneys, lawyers, judges, prison/correction staff, social workers, educators, and government workers.
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely...
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed jo...
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