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StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketabili...
In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.
Production Studies, The Sequel! is an exciting exploration of the experiences of media workers in local, global, and digital communities—from prop-masters in Germany, Chinese film auteurs, producers of children’s television in Qatar, Italian radio broadcasters, filmmakers in Ethiopia and Nigeria, to seemingly-autonomous Twitterbots. Case studies examine international production cultures across five continents and incorporate a range of media, including film, television, music, social media, promotional media, video games, publishing and public broadcasting. Using the lens of cultural studies to examine media production, Production Studies, The Sequel! takes into account transnational production flows and places production studies in conversation with other major areas of media scholarship including audience studies, media industries, and media history. A follow-up to the successful Production Studies, this collection highlights new and important research in the field, and promises to generate continued discussion about the past, present, and future of production studies.
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...
How new media and visual artists provide alternative ways for understanding and visualizing the entanglements of media and the environment in the Asia-Pacific. Images of environmental disaster and degradation have become part of our everyday media diet. This visual culture focusing on environmental deterioration represents a wider recognition of the political, economic, and cultural forces that are responsible for our ongoing environmental crisis. And yet efforts to raise awareness about environmental issues through digital and visual media are riddled with irony, because the resource extraction, manufacturing, transportation, and waste associated with digital devices contribute to environme...
The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Digital Game Culture in Korea: The Social at Play is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Florence M. Chee argues that the casting of online games as singularly problematic or addictive largely ignores the socially generative and, at times, pivotally important means of connection among games, players, and the communities they foster. Through focusing on Korea’s sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play. Scholars of game studies, communication, and technoculture will find this book of particular interest.
While the influence of Western, Anglophone popular culture has continued in the global cultural market, the Korean cultural industry has substantially developed and globally exported its various cultural products, such as television programs, pop music, video games and films. The global circulation of Korean popular culture is known as the Korean wave, or Hallyu. Given its empirical scope and theoretical contributions, this book will be highly appealing to any scholar or student interested in media globalization and contemporary Asia popular culture. These chapters present the evolution of Hallyu as a transnational process and addresses two distinctive aspects of the recent Hallyu phenomenon - digital technology integration and global reach. This book will be the first monograph to comprehensively and comparatively examine the translational flows of Hallyu through extensive field studies conducted in the US, Canada, Chile, Spain and Germany.
The Routledge Handbook of Soft Power is the first volume to offer a comprehensive and detailed picture of soft power and associated forms of public diplomacy. The terms soft power and public diplomacy have enormous currency in media and policy discourse, yet despite all the attention the terms remain conceptually ambiguous for analysts of international influence. The consequence is that the terms have survived as powerful, yet criticized, frames for influence. Divided into two main parts, Part I outlines theoretical problems, methodological questions, the cultural imperative and the technological turn within the study of soft power and Part II focuses on bringing the theory into practice through detailed discussion of key case studies from across the Americas, Europe, the Middle East, Africa and Asia. This innovative handbook provides a definitive resource for students and scholars seeking to familiarize themselves with cutting-edge debates and future research on soft power and will be of interest to those studying and researching in areas such as international relations, public diplomacy and international communication.