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Only at Comic-Con examines the relationship between exclusivity and the proliferation of media industry promotion at the San Diego Comic-Con, from the convention's founding in 1970 to its current status as a destination for hundreds of thousands of pop culture fans and a hub of Hollywood hype and buzz.
This book examines the creative impact of licensing on the entertainment industry, how licensing practitioners’ occupational disposition is formed, and the role licensing professionals play in managing the circulation of intellectual property. Offering a study of the spatial logics and fantasies employed by the licensing field via its annual trade show, the Licensing Expo, this volume investigates how space and place are instrumental in both fortifying and exposing the political-economic, infrastructural, as well as ideological structures that constrain and enable participation in the licensing field. Further supplemented by participant observation and interviews with 23 industry professio...
This Festschrift volume is published in honor of Catherine A. Meadows and contains essays presented at the Catherine Meadows Festschrift Symposium held in Fredericksburg, VA, USA, in May 2019. Catherine A. Meadows has been a pioneer in developing symbolic formal verification methods and tools. Her NRL Protocol Analyzer, a tool and methodology that embodies symbolic model checking techniques, has been fruitfully applied to the analysis of many protocols and protocol standards and has had an enormous influence in the field. She also developed a new temporal logic to specify protocol properties, as well as new methods for analyzing various kinds of properties beyond secrecy such as authentication and resilience under Denial of Service (DoS) attacks and has made important contributions in other areas such as wireless protocol security, intrusion detection, and the relationship between computational and symbolic approaches to cryptography. This volume contains 14 contributions authored by researchers from Europe and North America. They reflect on the long-term evolution and future prospects of research in cryptographic protocol specification and verification.
Now if I just remembered where I put that original TV play device--the universal remote control . . . Television is a global industry, a medium of representation, an architectural component of space, and a nearly universal frame of reference for viewers. Yet it is also an abstraction and an often misunderstood science whose critical influence on the development, history, and diffusion of new media has been both minimized and overlooked. How Television Invented New Media adjusts the picture of television culturally while providing a corrective history of new media studies itself. Personal computers, video game systems, even iPods and the Internet built upon and borrowed from television to bec...
After World War II, as cultural and industry changes were reshaping Hollywood, movie studios shifted some production activities overseas, capitalizing on frozen foreign earnings, cheap labor, and appealing locations. Hollywood unions called the phenomenon “runaway” production to underscore the outsourcing of employment opportunities. Examining this period of transition from the late 1940s to the early 1960s, Runaway Hollywood shows how film companies exported production around the world and the effect this conversion had on industry practices and visual style. In this fascinating account, Daniel Steinhart uses an array of historical materials to trace the industry’s creation of a more international production operation that merged filmmaking practices from Hollywood and abroad to produce movies with a greater global scope.
Comic Books Incorporated tells the story of the US comic book business, reframing the history of the medium through an industrial and transmedial lens. Comic books wielded their influence from the margins and in-between spaces of the entertainment business for half a century before moving to the center of mainstream film and television production. This extraordinary history begins at the medium’s origin in the 1930s, when comics were a reviled, disorganized, and lowbrow mass medium, and surveys critical moments along the way—market crashes, corporate takeovers, upheavals in distribution, and financial transformations. Shawna Kidman concludes this revisionist history in the early 2000s, when Hollywood had fully incorporated comic book properties and strategies into its business models and transformed the medium into the heavily exploited, exceedingly corporate, and yet highly esteemed niche art form we know so well today.
A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program. Visit www.luminosoa.org to learn more. Maverick Movies tells the improbable story of New Line Cinema, a company that cut a remarkable path through the American film industry and movie culture. Founded in 1967 as an art film distributor, New Line made a small fortune running John Waters's Pink Flamingos at midnight screenings in the 1970s and found reliable returns with the Nightmare on Elm Street franchise in the 1980s. By 2001, the company competed with the major Hollywood studios and reached global box office success with the Lord of the Rings franchise. Blurring boundaries between high and low culture, between independent film and Hollywood, and between the margins and the mainstream, New Line Cinema epitomizes Hollywood's shift in focus from the mass audience fostered by the classic studios to the multitude of niche audiences sought today.
Film and television create worlds, but they are also of a world, a world that is made up of stuff, to which humans attach meaning. Think of the last time you watched a movie: the chair you sat in, the snacks you ate, the people around you, maybe the beer or joint you consumed to help you unwind—all this stuff shaped your experience of media and its influence on you. The material culture around film and television changes how we make sense of their content, not to mention the very concepts of the mediums. Focusing on material cultures of film and television reception, The Stuff of Spectatorship argues that the things we share space with and consume as we consume television and film influence the meaning we gather from them. This book examines the roles that six different material cultures have played in film and television culture since the 1970s—including video marketing, branded merchandise, drugs and alcohol, and even gun violence—and shows how objects considered peripheral to film and television culture are in fact central to its past and future.
Around 1.4 billion people presently live in extreme poverty, and yet despite this vast scale, the issue of global poverty had a relatively low international profile until the end of the 20th century. In this important new work, Hulme charts the rise of global poverty as a priority global issue, and its subsequent marginalisation as old themes edged it aside (trade policy and peace-making in regions of geo-political importance) and new issues were added (terrorism, global climate change and access to natural resources). Key updates for the new edition: evaluation of the post-2015 Development Agenda and the Rio+20 exploration of how Colombia and Brazil are pushing a sustainability agenda as a ...
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.