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Violent Games
  • Language: en
  • Pages: 310

Violent Games

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth...

Computer Games
  • Language: en
  • Pages: 219

Computer Games

  • Type: Book
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  • Published: 2006-03-31
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  • Publisher: Polity

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Misogyny, Toxic Masculinity, and Heteronormativity in Post-2000 Popular Music
  • Language: en
  • Pages: 296

Misogyny, Toxic Masculinity, and Heteronormativity in Post-2000 Popular Music

This book presents chapters that have been brought together to consider the multitude of ways that post-2000 popular music impacts on our cultures and experiences. The focus is on misogyny, toxic masculinity, and heteronormativity. The authors of the chapters consider these three concepts in a wide range of popular music styles and genres; they analyse and evaluate how the concepts are maintained and normalized, challenged, and rejected. The interconnected nature of these concepts is also woven throughout the book. The book also seeks to expand the idea of popular music as understood by many in the West to include popular music genres from outside western Europe and North America that are often ignored (for example, Bollywood and Italian hip hop), and to bring in music genres that are inarguably popular, but also sit under other labels such as rap, metal, and punk.

The Mergence of Spaces
  • Language: en
  • Pages: 174

The Mergence of Spaces

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Super/heroes
  • Language: en
  • Pages: 428

Super/heroes

  • Categories: Art

This collection explores contemporary superhero narratives, including comic books and films, in a wider mythic context. Since the 1930s superheroes have come to dominate a variety of media formats. Why are audiences so fascinated with heroes, and what makes the idea of heroes so necessary in society?

Marvel Comics into Film
  • Language: en
  • Pages: 281

Marvel Comics into Film

  • Type: Book
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  • Published: 2016-04-05
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  • Publisher: McFarland

Marvel Studios' approach to its Cinematic Universe--beginning with the release of Iron Man (2008)--has become the template for successful management of blockbuster film properties. Yet films featuring Marvel characters can be traced back to the 1940s, when the Captain America serial first appeared on the screen. This collection of new essays is the first to explore the historical, textual and cultural context of the larger cinematic Marvel universe, including serials, animated films, television movies, non-U.S. versions of Marvel characters, films that feature characters licensed by Marvel, and the contemporary Cinematic Universe as conceived by Kevin Feige and Marvel Studios. Films analyzed include Transformers (1986), Howard the Duck (1986), Blade (1998), Planet Hulk (2010), Iron Man: Rise of Technovore (2013), Elektra (2005), the Conan the Barbarian franchise (1982-1990), Ultimate Avengers (2006) and Ghost Rider (2007).

Gothic Mash-Ups
  • Language: en
  • Pages: 285

Gothic Mash-Ups

Gothic Mash-Ups explores the role of intertextuality in Gothic storytelling through the analysis of texts from diverse periods and media. Drawing on recent scholarship on Gothic remix and adaptation, the contributors examine crossover fictions, multi-source film and comic book adaptations, neo-Victorian pastiches, performance magic, monster mashes, and intertextual Gothic works of various kinds. Their chapters investigate many critical issues related to Gothic mash-up, including authorship, originality, intellectual property, fandom, commercialization, and canonicity. Although varied in approach, the chapters all explore how Gothic storytellers make new stories out of older ones, relying on a mix of appropriation and innovation. Covering many examples of mash-up, from nineteenth-century Gothic novels to twenty-first-century video games and interactive fiction, this collection builds from the premise that the Gothic is a fundamentally hybrid genre.

The Primary English Encyclopedia
  • Language: en
  • Pages: 589

The Primary English Encyclopedia

This newly updated, user friendly Primary English Encyclopedia addresses all aspects of the primary English curriculum and is an invaluable reference for all training and practising teachers. Now in its fifth edition, entries have been revised to take account of new research and thinking. The approach is supportive of the reflective practitioner in meeting National Curriculum requirements in England and developing sound subject knowledge and good classroom practice. While the book is scholarly, the author writes in a conversational style and includes reproductions of covers of recommended children’s books and examples of children’s writing and drawing to add interest. The encyclopedia in...

The Machinima Reader
  • Language: en
  • Pages: 356

The Machinima Reader

  • Type: Book
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  • Published: 2011-06-03
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  • Publisher: MIT Press

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-tim...

Polyptych: Adaptation, Television, and Comics
  • Language: en
  • Pages: 219

Polyptych: Adaptation, Television, and Comics

  • Type: Book
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  • Published: 2021-09-07
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  • Publisher: Vernon Press

Through each of its chapters, 'Polyptych: Adaptation, Television, and Comics' examines the complex dynamics of adapting serialized texts. The transmedial adaptation of collaborative and unstable texts does not lend itself to the same strategies as other, more static adaptations such as novels or plays. Building off the foundational work of Linda Hutcheon and Gérard Genette, Polyptych considers the analogy of adaptation as a palimpsest—a manuscript page that has been reused, leaving traces of the previous work behind—as needing to be reevaluated. A polyptych is a multi-panel artwork and provides a new model for analyzing how adaptation works when translating collaborative and unstable te...