Gamer Nation

Author by : John Wills
Languange : en
Publisher by : JHU Press
Format Available : PDF, ePub, Mobi
Total Read : 13
Total Download : 510
File Size : 52,6 Mb
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Description : Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but how games affect how people relate to America itself.


Video Games And American Culture

Author by : Aaron A. Toscano
Languange : en
Publisher by : Lexington Books
Format Available : PDF, ePub, Mobi
Total Read : 78
Total Download : 230
File Size : 54,8 Mb
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Description : Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.


Video Games

Author by : Arthur Asa Berger
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 39
Total Download : 548
File Size : 45,5 Mb
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Description : From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.


How To Play Video Games

Author by : Nina Huntemann
Languange : en
Publisher by : NYU Press
Format Available : PDF, ePub, Mobi
Total Read : 72
Total Download : 356
File Size : 42,7 Mb
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Description : Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.


Video Games Have Always Been Queer

Author by : Bonnie Ruberg
Languange : en
Publisher by : NYU Press
Format Available : PDF, ePub, Mobi
Total Read : 68
Total Download : 614
File Size : 41,9 Mb
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Description : Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.


The Digital Plenitude

Author by : Jay David Bolter
Languange : en
Publisher by : MIT Press
Format Available : PDF, ePub, Mobi
Total Read : 37
Total Download : 245
File Size : 46,6 Mb
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Description : How the creative abundance of today's media culture was made possible by the decline of elitism in the arts and the rise of digital media. Media culture today encompasses a universe of forms—websites, video games, blogs, books, films, television and radio programs, magazines, and more—and a multitude of practices that include making, remixing, sharing, and critiquing. This multiplicity is so vast that it cannot be comprehended as a whole. In this book, Jay David Bolter traces the roots of our media multiverse to two developments in the second half of the twentieth century: the decline of elite art and the rise of digital media. Bolter explains that we no longer have a collective belief in “Culture with a capital C.” The hierarchies that ranked, for example, classical music as more important than pop, literary novels as more worthy than comic books, and television and movies as unserious have broken down. The art formerly known as high takes its place in the media plenitude. The elite culture of the twentieth century has left its mark on our current media landscape in the form of what Bolter calls “popular modernism.” Meanwhile, new forms of digital media have emerged and magnified these changes, offering new platforms for communication and expression. Bolter outlines a series of dichotomies that characterize our current media culture: catharsis and flow, the continuous rhythm of digital experience; remix (fueled by the internet's vast resources for sampling and mixing) and originality; history (not replayable) and simulation (endlessly replayable); and social media and coherent politics.


Playing The Field

Author by : Sascha Pöhlmann
Languange : en
Publisher by : Walter de Gruyter GmbH & Co KG
Format Available : PDF, ePub, Mobi
Total Read : 35
Total Download : 184
File Size : 45,9 Mb
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Description : American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.


Cultural Code

Author by : Phillip Penix-Tadsen
Languange : en
Publisher by : MIT Press
Format Available : PDF, ePub, Mobi
Total Read : 58
Total Download : 185
File Size : 55,6 Mb
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Description : How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.


Common Culture

Author by : Michael Petracca
Languange : en
Publisher by : Prentice Hall
Format Available : PDF, ePub, Mobi
Total Read : 32
Total Download : 146
File Size : 52,8 Mb
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Description : From Barbie to the Internet, the Simpsons to the malls, this engaging book on pop culture can help readers develop writing skills while reading and thinking about subjects they find inherently interesting. It contains essays addressing pop culture topics along with suggestions for further reading. Topics covered in the essays include advertising, television, popular music, cyberculture, sports, and movies. Because of its several comprehensive indexes, this book is an excellent reference work for writers and analysts of popular culture.


The Medium Of The Video Game

Author by : Mark J. P. Wolf
Languange : en
Publisher by : University of Texas Press
Format Available : PDF, ePub, Mobi
Total Read : 72
Total Download : 796
File Size : 40,9 Mb
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Description : In this book, Mark J.P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium.


Televangelism And American Culture

Author by : Quentin James Schultze
Languange : en
Publisher by : Baker Publishing Group
Format Available : PDF, ePub, Mobi
Total Read : 47
Total Download : 127
File Size : 54,8 Mb
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Playing To Win

Author by : Thomas P. Oates
Languange : en
Publisher by : Indiana University Press
Format Available : PDF, ePub, Mobi
Total Read : 52
Total Download : 714
File Size : 44,5 Mb
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Description : In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.


Journal Of American Culture

Author by :
Languange : en
Publisher by :
Format Available : PDF, ePub, Mobi
Total Read : 49
Total Download : 570
File Size : 44,5 Mb
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Principles Of Electronic Media

Author by : William R. Davie
Languange : en
Publisher by : Pearson College Division
Format Available : PDF, ePub, Mobi
Total Read : 14
Total Download : 909
File Size : 51,8 Mb
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Description : The professional broadcasting experience of this talented author team offers students considering careers in television, radio, or the Web a firm grounding in the field. Students will gain a basic understanding of the history and technical foundations of electronic media as well as the daily business realities and likely future challenges facing today's media professionals. Throughout the main text and in the stand-out "ProTalk" boxes, students meet industry leaders and visionaries who chart the future of electronic media. The authors' accessible and engaging writing style fosters understanding and encourages critical thinking on the complex issues that surround the way our culture interacts with the broadcasting media. New to this Second EditionNEW 4-color design! The first four-color book in this market gives this high-tech and very vibrant industry the visual appeal it deserves in a textbook. The new "Sidebar" feature unifies boxed material that covers a broad range of valuable material, from industry statistics and organizational charts, to media conglomerates and technological advances. Updated "ProTalk" boxes introduce readers to emerging and established industry leaders in radio, television and Web broadcasting Enhanced coverage of media professionals of diverse backgrounds, such as Native American, African American and Asian American, provide students with an accurate reflection of the broadcasting industry today. New and timely coverage of current events throughout every chapter, including discussions of reporting in Iraq, the Democratic primary race, the 2004 presidential elections, highly publicized court cases, and corporate scandals, give students valuable insights into the realities of working in the industry. Entertainment coverage--from reality TV to specialized radio talk shows--has been updated throughout every chapter, bringing electronic media into the cultural world of students and energizing class discussions Part III: Electronic Media: A Broader View has been restructured to first introduce students to legal and ethical frameworks of the field, and then to the theories and research they will apply on the job. From there students are poised to understand and explore the highly regulated world of public broadcasting and, ultimately, electronic media's role and effects in the world.Praise for "Principles of Electronic Media" "The authors do more than survey the field of electronic media; they encourage students to envision and determine their potential roles within today's media landscape." "Antone J. Silvia, University of Rhode Island" ..".a textbook that could become a staple of students studying electronic media." "Kenneth A Fischer, Southern Illinois University"


The Civil War In American Culture

Author by : Will Kaufman
Languange : en
Publisher by : BAAS Paperbacks
Format Available : PDF, ePub, Mobi
Total Read : 30
Total Download : 486
File Size : 41,7 Mb
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Description : This book takes an innovative approach to the American Civil War, exploring its cultural origins and enduring cultural legacy.


Plunkett S Infotech Industry Almanac 2004

Author by : Jack W. Plunkett
Languange : en
Publisher by : Plunkett Research Limited
Format Available : PDF, ePub, Mobi
Total Read : 20
Total Download : 850
File Size : 53,6 Mb
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Description : Complete analysis of the technology business. Industry trends and overview. In-depth, profiles on each of the top 500 InfoTech companies. Hardware, Software, Internet Services, E-Commerce, Networking, Semiconductors, Memory, Storage, Information Management and Data Processing. 663 pages.


Video Games Your Kids

Author by : Hilarie Cash
Languange : en
Publisher by :
Format Available : PDF, ePub, Mobi
Total Read : 13
Total Download : 315
File Size : 41,6 Mb
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Description : Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors' clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the affects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there is a problem, the authors provide parents with tools that will help the them successfully set appropriate limits for their children.


Psychotherapy American Culture And Social Policy

Author by : Elizabeth A. Throop
Languange : en
Publisher by : Palgrave MacMillan
Format Available : PDF, ePub, Mobi
Total Read : 10
Total Download : 378
File Size : 45,6 Mb
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Description : Psychotherapy, American Culture, and Social Policy provides a lively indictment of psychotherapy and individualism by examining American cultural structures-child-rearing, family life, mental illness, and education. Throop advances a complex argument that American reliance on psychotherapy to explain these structures is a poor justification which neglects those most in need and pain. Both interdisciplinary and solidly anthropological, this study is sure to provoke discussion from both the right and the left and cause serious consideration of Throop’s call for cultural change and just social policies.


Sociology Of North American Sport

Author by : D. Stanley Eitzen
Languange : en
Publisher by : Paradigm Pub
Format Available : PDF, ePub, Mobi
Total Read : 32
Total Download : 698
File Size : 51,9 Mb
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Description : The book that set the standard for sports textbooks has been extensively revised and updated for its new eighth edition. Among the many new topical additions are elite child athletics, gambling in college sports, performance enhancement drugs, sport and nationalism after 9/11, the Beijing Olympics, Nike and other corporations, the power of media in sport, and more on minorities and on disabilities in sport.


Mediated Messages And African American Culture

Author by : Venise T. Berry
Languange : en
Publisher by : SAGE Publications, Incorporated
Format Available : PDF, ePub, Mobi
Total Read : 75
Total Download : 985
File Size : 49,5 Mb
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Description : Images of African Americans abound in United States' culture - on television, in films, on the radio and in newsprint. Whether in works by African Americans - most notably popular music, film and now television programmes - or works about African Americans, from documentaries to news coverage, strong images pervade our public consciousness. Integrating applied analysis, case studies and critical perspectives, contributions from leading scholars explore key issues including: the relationship between black men and the police; the state of the African-American press; and the perpetuation of images of African Americans as poor, violent and undereducated.


Computer Games As A Sociocultural Phenomenon

Author by : Andreas Jahn-Sudmann
Languange : en
Publisher by : Palgrave MacMillan
Format Available : PDF, ePub, Mobi
Total Read : 25
Total Download : 502
File Size : 42,8 Mb
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Description : 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.


Wtiu

Author by :
Languange : en
Publisher by :
Format Available : PDF, ePub, Mobi
Total Read : 18
Total Download : 950
File Size : 40,9 Mb
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Flash Art

Author by :
Languange : en
Publisher by :
Format Available : PDF, ePub, Mobi
Total Read : 25
Total Download : 679
File Size : 47,6 Mb
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Japanese Culture Through Videogames

Author by : Rachael Hutchinson
Languange : en
Publisher by : Routledge
Format Available : PDF, ePub, Mobi
Total Read : 22
Total Download : 983
File Size : 51,8 Mb
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Description : Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.


Journal Of Leisure Research

Author by :
Languange : en
Publisher by :
Format Available : PDF, ePub, Mobi
Total Read : 97
Total Download : 962
File Size : 46,9 Mb
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Description :