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This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
Explores new perspectives on social media entertainment There is a new class of cultural producers—YouTube vloggers, Twitch gameplayers, Instagram influencers, TikTokers, Chinese wanghong, and others—who are part of a rapidly emerging and highly disruptive industry of monetized “user-generated” content. As this new wave of native social media entrepreneurs emerge, so do new formations of culture and the ways they are studied. In this volume, contributors draw on scholarship in media and communication studies, science and technology studies, and social media, Internet, and platform studies, in order to define this new field of study and the emergence of creator culture. Creator Cultur...
Can legislators launder state action through private companies by requiring online platforms to moderate content? Alexander Pirang asserts that platform users' right to freedom of expression imposes effective constraints on public authorities' power to regulate platform companies.
Now in a second edition, this textbook surveys the channels, platforms, and programming through which television distribution operates, with a diverse selection of contributors providing thorough explorations of global media industries in flux. Even as legacy media industries experience significant disruption in the face of streaming and online delivery, the power of the television channel persists. Far from disappearing, television channels have multiplied and adapted to meet the needs of old and new industry players alike. Television viewers now navigate complex choices among broadcast, cable, and streaming services across a host of different devices. From Networks to Netflix guides studen...
Because social media and technology companies rule the Internet, only a digital constitution can protect our rights online.
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how ...
How has the digital turn shaped the practices of film historical research and teaching? While computational approaches have been used by film historians since the 1960s and 1970s, the arrival and use of digital tools and methods in recent decades has fundamentally changed the ways we search, analyze, interpret, present, and so think and write about film history – from digital archival and curatorial practices, data-driven search, and analysis of film historical collections to the visualization and dissemination of film historical materials online. While film historians have increasingly embraced the new possibilities brought by digital technologies, their practical, epistemological, and me...
This insightful and accessible book is a response to the increasing important role that technology plays in everyday life, and the urgent need for empirical studies that analyse the impact of technology on social practices. The chapters in this co-edited collection reveal how technology is oriented to and embedded within the social organization of action in a wide range of settings and institutions, including education, markets, arts and culture, health and social care, media, politics, and science. In their analyses, the contributing authors adopt interactionist perspectives to explore how the meanings of technology emerge and are negotiated within and through action and interaction. The vo...
"Most users want their Twitter feed, Facebook page, and YouTube comments to be free of harassment and porn. Whether faced with 'fake news' or livestreamed violence, 'content moderators'--who censor or promote user-posted content--have never been more important. This is especially true when the tools that social media platforms use to curb trolling, ban hate speech, and censor pornography can also silence the speech you need to hear. [The author] provides an overview of current social media practices and explains the underlying rationales for how, when, and why these policies are enforced. In doing so, [the author] highlights that content moderation receives too little public scrutiny even as it is shapes social norms and creates consequences for public discourse, cultural production, and the fabric of society. Based on interviews with content moderators, creators, and consumers, this ... book is ... for anyone who's ever clicked 'like' or 'retweet.'"--
Identifying four traditional approaches that have underpinned hate speech regulation in the contemporary digital landscape, Paloma Viejo Otero proposes a fifth approach called the Social Justice Approach (SJA), an original contribution to the field of research.