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Metal Gear Solid
  • Language: en
  • Pages: 113

Metal Gear Solid

Before they co-created the hit web series Hey Ash, Whatcha Playin'?, Ashly and Anthony Burch were just a brother and sister who shared a weird obsession with Solid Snake and his 3D debut, Metal Gear Solid. And why wouldn't they? Hideo Kojima's 1998 game featured groundbreaking stealth mechanics, a gruff and hunky leading man, a brilliantly claustrophobic setting, tons of cinematic cutscenes, shocking fourth wall breaks, and terrifying bosses. The only problem: The Burches grew up but their all-time favorite video game didn't. After nearly two decades, Metal Gear Solid's once-innovative stealth mechanics seem outdated, the cutscenes have lost some of their action movie punch, and the game's treatment of women is often out of touch. Witness a celebration/takedown of this landmark game with the combination of insight and hilarity that Ashly and Anthony have made their careers on.

Focus On: 100 Most Popular American Video Game Actresses
  • Language: en
  • Pages: 700

Focus On: 100 Most Popular American Video Game Actresses

None

Adventure Time: Islands
  • Language: en
  • Pages: 82

Adventure Time: Islands

""Fish Days" written & illustrated by Marina Julia"

Exploring the Land of Ooo
  • Language: en
  • Pages: 234

Exploring the Land of Ooo

Exploring the Land of Ooo: An Unofficial Overview and Production History of Cartoon Network’s "Adventure Time" is a guide through the colorful and exuberant animated television series that initially aired from 2010 to 2018. Created by visionary artist Pendleton Ward, the series was groundbreaking and is credited by many with heralding in a new golden age of animation. Known for its distinct sense of humor, bold aesthetic choices, and memorable characters, Adventure Time has amassed a fan-following of teenagers and young adults in addition to children. Popularly and critically acclaimed, the show netted three Annie awards, eight Emmys, and a coveted Peabody. In this thorough overview, autho...

End-Game
  • Language: en
  • Pages: 502

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

Watch Us Roll
  • Language: en
  • Pages: 227

Watch Us Roll

  • Type: Book
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  • Published: 2021-08-03
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  • Publisher: McFarland

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.

Toward a Gameic World
  • Language: en
  • Pages: 187

Toward a Gameic World

Examines the ways in which Japanese video games engage with social issues and national traumas

A Companion to Media Fandom and Fan Studies
  • Language: en
  • Pages: 592

A Companion to Media Fandom and Fan Studies

A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.

Women in Gaming: 100 Professionals of Play
  • Language: en
  • Pages: 354

Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animatio...

Below the Stars
  • Language: en
  • Pages: 216

Below the Stars

Longlisted for the 2022 Kraszna-Krausz Book Award, Moving Image Category Despite their considerable presence in Hollywood, extras and working actors have received scant attention within film and media studies as significant contributors to the history of the industry. Looking not to the stars but to these supporting players in film, television, and, recently, streaming programming, Below the Stars highlights such actors as precarious laborers whose work as freelancers has critically shaped the entertainment industry throughout the twentieth and twenty-first centuries. By addressing ordinary actors as a labor force, Kate Fortmueller proposes a media industry history that positions underrepres...