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A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
Media & Minorities looks at the media's racial tendencies with an eye to identifying the "system supportive" messages conveyed and offering challenges to them. The book covers all major media--including television, film, newspapers, radio, magazines, and the Internet--and systematically analyzes their representation of the four largest minority groups in the U.S.: African Americans, Native Americans, Latinos, and Asian Americans. Entertainment media are compared and contrasted with news media, and special attention is devoted to coverage of social movements for racial justice and politicians of color.
This book explores the way today’s interconnected and digitized world--marked by social media, over-sharing, and blurred lines between public and private spheres--shapes the nature and fallout of scandal in a frenzied media environment. Today’s digitized world has erased the former distinction between the public and private self in the social sphere. Scandal in a Digital Age marries scholarly research on scandal with journalistic critique to explore how our Internet culture driven by (over)sharing and viral, visual content impacts the occurrence of scandal and its rapid spread online through retweets and reposts. No longer are examples of scandalous behavior “merely” reported in the news. Today, news consumers can see the visual evidence of salacious behavior whether through an illicit tweet or video with a simple click. And we can’t help but click.
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, int...
China has been stereotypically perceived as a place of backwardness. However, the 21st century has been a transitional period for China to express its cultural power. This book explores how digital technology, in particular virtual reality (VR) and augmented reality (AR), is playing a role in China’s rejuvenation, especially in relation to cultural displays, performances and art exhibitions. It examines how audiences, both in China and globally, respond to Digital China through digital immersive art. Drawing on the author's anthropological research and empirical studies on stakeholders and audience reception, this book provides a comprehensive understanding of transformative power of digit...
The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the develo...
Winner, 2021 Ray and Pat Browne Edited Collection Award, given by the Popular Culture Association How popular culture is engaged by activists to effect emancipatory political change One cannot change the world unless one can imagine what a better world might look like. Civic imagination is the capacity to conceptualize alternatives to current cultural, social, political, or economic conditions; it also requires the ability to see oneself as a civic agent capable of making change, as a participant in a larger democratic culture. Popular Culture and the Civic Imagination represents a call for greater clarity about what we’re fighting for—not just what we’re fighting against. Across more ...
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
Adaptive Learning Environments (ALEs) can be viewed as the intersection of two traditionally distinct areas of research: instructional science and computer science. They encompass intelligent tutoring systems, interactive learning environments, and situated learning environments. There is increasing interest in effective instructional systems from education, industry, military and government sectors. Given recent advances in hardware architecture and reduction of hardware costs, the time is right to define the next steps in research and development of ALEs. This book is an outgrowth of the presentations and discussions that took place at the NATO Advanced Study Institute held at the Universi...
Though drug use was widespread in the nineteenth century, the negative influence of narcotics was mostly unknown. Cinema of the early twentieth century was instrumental in making viewers aware of the harmful effects of drugs. Throughout the decades, images of drugs such as marijuana, LSD, and heroin in films impacted—both negatively and positively—the national perception of their use. In fact, the use, popularity, and opinion of certain drugs often follow their status on the big screen. In Hooked in Film, John Markerttakes a close look at the correlation between social policies and the public view of drugs and their portrayals in film. In this volume, Markert examines the changing social...