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Digital Humanities is becoming an increasingly popular focus of academic endeavour. There are now hundreds of Digital Humanities centres worldwide and the subject is taught at both postgraduate and undergraduate level. Yet the term ’Digital Humanities’ is much debated. This reader brings together, for the first time, in one core volume the essential readings that have emerged in Digital Humanities. We provide a historical overview of how the term ’Humanities Computing’ developed into the term ’Digital Humanities’, and highlight core readings which explore the meaning, scope, and implementation of the field. To contextualize and frame each included reading, the editors and authors provide a commentary on the original piece. There is also an annotated bibliography of other material not included in the text to provide an essential list of reading in the discipline. This text will be required reading for scholars and students who want to discover the history of Digital Humanities through its core writings, and for those who wish to understand the many possibilities that exist when trying to define Digital Humanities.
This book offers a highly practical and experiential path towards identifying ego patterns and leading beyond them. It introduces a unique path—the inner compass—that has been tried and tested with top-level executives and senior teams around the world. This path helps solve the conflict that exists between subconscious, ego-driven defence mechanisms and the inner self‘s higher purpose. It’s a path that starts with self-awareness, and then continuously expands to include the impact on both teams and entire organizations. It is a path that raises awareness and enables the reader to embrace conscious leadership, not just as a concept, but in every interaction in their leadership role. ...
Words, Worlds, and Narratives: Transmedia and Immersion offers an interdisciplinary discussion of the way in which narrative is transmitted, transformed and translated through the wide variety of technologies and media platforms available in the 21st century. This volume critically engages with the field of transmedia studies and addresses the significance of media to narrative and authorship to immersion. What emerges is a unique look at collaborative scholarship and storytelling which is both disruptive and immersive. Using a diverse archive of narrative forms, including video games, fan fiction, film adaptation and social media, the chapters in this volume explore the narratological, social, political and economic implications of transmedia narrative in the public and private spaces of the digital and the immersive media communities.
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
The papers collected here address the questions about posthumanism, hybridity, humanity, subjectivity, and aesthetics that echo through all of our daily attempts to navigate our rapidly shifting cybercultures.
This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more "real" through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the "vampire world," blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as "author," "reader," "player" and "consumer." These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.
This collection of new essays examines how the injection of supernatural creatures and mythologies transformed the hugely popular crime procedural television genre. These shows complicate the predictable and comforting patterns of the procedural with the inherently unknowable nature of the supernatural. From Sherlock to Supernatural, essays cover a range of topics including the gothic, the post-structural nature of The X-Files, the uncanny lure of Twin Peaks, trickster detectives, forensic fairy tales, the allure of the vampire detective, and even the devil himself.
Potterversity: Essays Exploring the World of Harry Potter presents a written companion to the popular, "Hermione-Approved" MuggleNet podcast by the same name. Selected from the top Potter Studies scholars in the field, the diverse authors in the volume provide a range of interpretations of wizarding world stories. Essays include analysis of genre conventions, literary and religious symbolism, the role of games in the series, pedagogical approaches, and politically challenging issues like U.S. race relations, colonialism, and gender and sexuality--including direct attention to J.K. Rowling's controversial statements about trans people. Grouped into the sections "Occult Knowledge," "Ancient Ma...
Vampire narratives are generally thought of as adult or young adult fare, yet there is a long history of their appearance in books, film and other media meant for children. They emerge as expressions of anxiety about change and growing up but sometimes turn out to be new best friends who highlight the beauty of difference and individuality. This collection of new essays examines the history of vampires in 20th and 21st century Western popular media marketed to preteens and explores their significance and symbolism.