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Rereading the Machine in the Garden
  • Language: en
  • Pages: 249

Rereading the Machine in the Garden

»The Machine in the Garden« gilt als Gründungstext der Amerikastudien als wissenschaftliche Disziplin. Die Beiträger des Sammelbands unterziehen das dort proklamierte Spannungsverhältnis zwischen Natur und Technik einer Relektüre. Sie untersuchen industrielle, bürokratische und digitale »Gärten« in Film und Literatur und beleuchten deren Funktion vor verschiedenen kulturhistorischen Hintergründen.

The Failed Individual
  • Language: en
  • Pages: 400

The Failed Individual

The freedom of the individual to aim high is a deeply rooted part of the American ethos but we rarely acknowledge its flip side: failure. If people are responsible for their individual successes, is the same true of their failures? The Failed Individual brings together a variety of disciplinary approaches to explore how people fail in the United States and the West at large, whether economically, politically, socially, culturally, or physically. How do we understand individual failure, especially in the context of the zero-sum game of international capitalism? And what new spaces of resistance, or even pleasure, might failure open up for people and society?

Dual Wield
  • Language: en
  • Pages: 172

Dual Wield

In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.

Reclaiming John Steinbeck
  • Language: en
  • Pages: 265

Reclaiming John Steinbeck

A reevaluation of John Steinbeck exploring his timely interests in climate change, ecology, and social injustice.

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.

The Oxford Handbook of the Disney Musical
  • Language: en
  • Pages: 667

The Oxford Handbook of the Disney Musical

The Oxford Handbook of the Disney Musical brings together scholars from a range of disciplines to interrogate an enduringly popular and influential cultural phenomenon. Broadening the purview of extant scholarship while also reflecting its methodological multiplicity, this collection takes an expansive approach to the Disney musical. From animated musical shorts to Disney video games, the Handbook acknowledges that the Walt Disney Company uses the musical across a range of media and explores what that means culturally, commercially, and technologically. The chapters cover case studies from the classical (Alice in Wonderland, Bambi) and more contemporary (Aladdin, Frozen II) eras, acknowledge...

Women in Historical and Archaeological Video Games
  • Language: en
  • Pages: 361

Women in Historical and Archaeological Video Games

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.

Video Game Ecologies and Culture
  • Language: en
  • Pages: 215

Video Game Ecologies and Culture

Video Game Ecologies and Culture examines the environments that video games affect and are impacted by. The edited collection engages with the notion of ecology as a critical concept that allows to study video game conceptions of human, posthuman, and natural environments and explore the entangled eco-cultural formations in video games and gaming. The contributions discuss the theme of video game ecologies with an interdisciplinary emphasis on the cultural, political, social, and ecological discourses pertaining to the medium and reflect on the relations and imaginaries developed through eco/critical video game practices. These interrelations are carved out in essays on relationality, kinship, and capitalist ruins, immersion in virtual marine ecosystems, video games and the commodification of ecocriticism, eco-colonial power formations, playing and recording nature, gender and post-anthropocentric game worlds, time-loop chronotopes, and ludoaffective dissonance and survival in video games.

Faulkner's Hollywood Novels
  • Language: en
  • Pages: 274

Faulkner's Hollywood Novels

Tracing the influence of Faulkner’s screenwriting on his literary craft and depictions of women William Faulkner’s time as a Hollywood screenwriter has often been dismissed as little more than an intriguing interlude in the career of one of America’s greatest novelists. Consequently, it has not received the wide-ranging critical examination it deserves. In Faulkner’s Hollywood Novels, Ben Robbins provides an overdue thematic analysis by systematically tracing a dialogue of influence between Faulkner’s literary fiction and screenwriting over a period of two decades. Among numerous insights, Robbins’s work sheds valuable new light on Faulkner’s treatment of female characters, both in his novels and in the films to which he contributed. Drawing on extensive archival research, Robbins finds that Hollywood genre conventions and archetypes significantly influenced and reshaped Faulkner’s craft after his involvement in the studio system. His work in the film industry also produced a deep exploration of the gendered dynamics of collaborative labor, genre formulae, and cultural hierarchies that materialized in both his Hollywood screenplays and his experimental fiction.

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 263

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.