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Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores...
In recent years, studios like Marvel and DC have seen enormous success transforming comics into major motion pictures. At the same time, bookstores such as Barnes & Noble in the US and Indigo in Canada have made more room for comic books and graphic novels on their shelves. Yet despite the sustained popular appeal and the heightened availability of these media, Indigenous artists continue to find their work given little attention by mainstream publishers, booksellers, production houses, and academics. Nevertheless, Indigenous artists are increasingly turning to graphic narratives, with publishers like Native Realities LLC and Highwater Press carving out ever more space for Indigenous creator...
This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributor...
A BookRiot “Don’t-Miss 2022 Queer Graphic Novels & Memoirs” Anishinaabe culture and storytelling meet Alice in Wonderland in this coming-of-age graphic novel that explores Indigenous and gender issues through a fresh yet familiar looking glass. Aimée, a non-binary Anishinaabe middle-schooler, is on a class trip to offer gifts to Paayehnsag, the water spirits known to protect the land. While stories are told about the water spirits and the threat of the land being taken over for development, Aimée zones out, distracting themselves from the bullying and isolation they’ve experienced since expressing their non-binary identity. When Aimée accidentally wanders off, they are transported...
A foundational collection of essays that demonstrate how to study race and media From graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media—from the sitcoms we stream to the Twitter feeds we follow—confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. ...
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Merges works of contemporary North American Indian literature with imaginative illustrations by U.S. and Canadian artist.
The Creative Ethnographer's Notebook offers emerging and trained ethnographers exercises to spark creativity and increase the impact and beauty of ethnographic study. With contributions by emerging scholars and leading creative ethnographers working in various social science fields (e.g., anthropologists, educators, ethnomusicologists, political scientists, geographers, and others), this volume offers readers a variety of creative prompts that ethnographers have used in their own work and university classrooms to deepen their ethnographic and artistic practice. The contributions foreground different approaches in creative practice, broadening the tools of multimodal ethnography as one design...
Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoo...
Introduces key terms, research traditions, debates, and histories for American Studies and Cultural Studies in an updated edition Since its initial publication, scholars and students alike have turned to Keywords for American Cultural Studies as an invaluable resource for understanding key terms and debates in the fields of American studies and cultural studies. As scholarship has continued to evolve, this revised and expanded third edition offers indispensable meditations on new and developing concepts used in American studies, cultural studies, and beyond. Designed as a uniquely print-digital hybrid publication, this Keywords volume collects 114 essays, each focused on a single term such a...