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Futurama: Looking Backward at Present Day America
  • Language: en
  • Pages: 77

Futurama: Looking Backward at Present Day America

Matt Groening developed together with his friend and colleague David X. Cohen the TV-Show Futurama, set in New York in the year 3000. Groening describes his ‘vision of the future’ in Futurama as corporate, commercial and confusing which is not what he expects it to be, and it is not necessarily valuing this world as good or bad. Thus, the assumption of this study is that Futurama presents a stereotyped science fiction-world that deals with themes and problems of our present time. This becomes clear when looking at the excessive use of allusions and references to political and historical events as well as to popular and classical culture. The creators comment that way on topics that concern us – or at least should concern us – today. The task of this study is to identify these topics and references (focusing on America as a political entity), and thereby discuss the points of criticism Futurama raises.

Comics and Agency
  • Language: en
  • Pages: 312

Comics and Agency

This volume aims to intensify the interdisciplinary dialogue on comics and related popular multimodal forms (including manga, graphic novels, and cartoons) by focusing on the concept of medial, mediated, and mediating agency. To this end, a theoretically and methodologically diverse set of contributions explores the interrelations between individual, collective, and institutional actors within historical and contemporary comics cultures. Agency is at stake when recipients resist hegemonic readings of multimodal texts. In the same manner, “authorship” can be understood as the attribution of agency of and between various medial instances and roles such as writers, artists, colorists, letterers, or editors, as well as with regard to commercial rights holders such as publishing houses or conglomerates and reviewers or fans. From this perspective, aspects of comics production (authorship and institutionalization) can be related to aspects of comics reception (appropriation and discursivation), and circulation (participation and canonization), including their potential for transmedialization and making contributions to the formation of the public sphere.

The Industry of Evangelism
  • Language: en
  • Pages: 357

The Industry of Evangelism

  • Type: Book
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  • Published: 2021-10-25
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  • Publisher: BRILL

Of the leading print centres in early modern Europe, Wittenberg was the only one that was not a major centre of trade, politics, or culture. This monograph examines the rise of the Wittenberg printing industry and analyses how it overtook the Empire’s leading print centres. It investigates the workshops of the four leading printers in Wittenberg during Luther’s lifetime: Nickel Schirlentz, Josef Klug, Hans Lufft, and Georg Rhau. Together, these printers conquered the German print world.

Manifestations of Queerness in Video Games
  • Language: en
  • Pages: 133

Manifestations of Queerness in Video Games

Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokémon memes on border politics, flânerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Muñoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

Ethics of Computer Gaming
  • Language: en
  • Pages: 120

Ethics of Computer Gaming

Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral? To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provi...

Media as Procedures of Communication
  • Language: en
  • Pages: 316

Media as Procedures of Communication

The book explores the multifaceted nature of media and communication by challenging traditional views that consider media solely as technical infrastructures for transmitting information. Instead, it focuses on mediality as an empirically relevant concept and proposes to understand media as socially constituted semiotic procedures that shape and are shaped by communicative practices. The book is structured around this central idea, with four main sections. Part I examines digital environments, analyzing the interplay between multimodal approaches and mediality through case studies such as digital learning platforms and Zoom seminars. Part II focuses on journalistic procedures, investigating ...

The Rise and Reason of Comics and Graphic Literature
  • Language: en
  • Pages: 245

The Rise and Reason of Comics and Graphic Literature

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

These 15 essays investigate comic books and graphic novels, beginning with the early development of these media. The essays also place the work in a cultural context, addressing theory and terminology, adaptations of comic books, the superhero genre, and comic books and graphic novels that deal with history and nonfiction. By addressing the topic from a wide range of perspectives, the book offers readers a nuanced and comprehensive picture of current scholarship in the subject area.

Videogames and Agency
  • Language: en
  • Pages: 174

Videogames and Agency

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique...

Late-Medieval German Women's Poetry
  • Language: en
  • Pages: 174

Late-Medieval German Women's Poetry

  • Type: Book
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  • Published: 2004
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  • Publisher: DS Brewer

A considerable collection of German women's poetry in translation, results of ingenious archival research.

Music and Game
  • Language: en
  • Pages: 224

Music and Game

This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.