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Die Tryin'
  • Language: en
  • Pages: 188

Die Tryin'

  • Categories: Art
  • Type: Book
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  • Published: 2008
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  • Publisher: Peter Lang

Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.

Screenplay
  • Language: en
  • Pages: 242

Screenplay

Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.

Choreographies of 21st Century Wars
  • Language: en
  • Pages: 385

Choreographies of 21st Century Wars

Wars in this century are radically different from the major conflicts of the 20th century--more amorphous, asymmetrical, globally connected, and unending. Choreographies of 21st Century Wars is the first book to analyze the interface between choreography and wars in this century, a pertinent inquiry since choreography has long been linked to war and military training. The book draws on recent political theory that posits shifts in the kinds of wars occurring since the First and Second World Wars and the Cold War, all of which were wars between major world powers. Given the dominance of today's more indeterminate, asymmetrical, less decisive wars, we ask if choreography, as an organizing stru...

Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games
  • Language: en
  • Pages: 198

Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games

Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games is the first volume to explore immersion as it is experienced in all three of these storytelling forms: the theatre, museums and historic sites, and video games. It theorizes what it means for a work to be called immersive and how immersion impacts audience experience in each of these modes. The presentation of story is deepened when it involves the spectator in an immersive way. Author Kelly I. Aliano concentrates on the central idea that the use of immersion in each medium allows the story being told to feel present for the spectator. It puts them at the center of the experience, making its events for and about t...

The Performance of Video Games
  • Language: en
  • Pages: 231

The Performance of Video Games

  • Type: Book
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  • Published: 2022-10-27
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  • Publisher: McFarland

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

The Sex Is Out of This World
  • Language: en
  • Pages: 260

The Sex Is Out of This World

  • Type: Book
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  • Published: 2012-11-15
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  • Publisher: McFarland

"Science fiction" can be translated into "real unreality." More than a genre like fantasy, which creates entirely new realms of possibility, science fiction constructs its possibilities from what is real, from what is, indeed, possible, or conceivably so. This collection, then, looks to understand and explore the "unreal reality," to note ways in which our culture's continually changing and evolving mores of sex and sexuality are reflected in, dissected by, and deconstructed through the genre of science fiction. This book is a collection of new essays, with the general objective of filling a gap in the literature about sex and science fiction (although some work has gone before, none of it is recent). The essays herein explore the myriad ways in which authors--regardless of format (print, film, television, etc.)--envision very different beings expressing this most fundamental of human behaviors.

The Other Guy
  • Language: en

The Other Guy

Suffering from «manopause» and «Low T», underemployed and unwilling to grow up, «the other guy» has emerged as an important figure in modern media masculinity. From the films of Judd Apatow to sitcoms and popular music, this new breed of man is desperately attempting to change with the times, but is often unable (or unwilling) to understand the new landscape. Avoiding rhetorics of victimization, Derek A. Burrill charts and analyzes the other guy in order to understand how men see themselves, in media and in culture at large.

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays...

The Meaning and Culture of Grand Theft Auto
  • Language: en
  • Pages: 265

The Meaning and Culture of Grand Theft Auto

  • Type: Book
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  • Published: 2014-07-15
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  • Publisher: McFarland

The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gamep...

Playing Along
  • Language: en
  • Pages: 273

Playing Along

Playing Along shows how video games and social media are bridging virtual and visceral experience, transforming our understanding of musicality, creativity, play, and participation.