Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Television, Japan, and Globalization
  • Language: en
  • Pages: 299

Television, Japan, and Globalization

Television, Japan, and Globalization makes a monumental contribution to the literature of television studies, which has increasingly recognized its problematic focus on US and Western European media, and a compelling intervention in discussions of globalization, through its careful attention to contradictory and complex phenomena on Japanese TV. Case studies include talent and stars, romance, anime, telops, game and talk shows, and live-action nostalgia shows. The book also looks at Japanese television from a political and economic perspective, with attention to Sky TV, production trends, and Fuji TV as an architectural presence in Tokyo. The combination of textual analysis, clear argument, and historical and economic context makes this book ideal for media studies audiences. Its most important contribution may be moving the study of Japanese popular culture beyond the tired truisms about postmodernism and opening up new lines of thinking about television and popular culture within and between nations.

Role-Playing Games of Japan
  • Language: en
  • Pages: 314

Role-Playing Games of Japan

This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.

The Vampire in Folklore, History, Literature, Film and Television
  • Language: en
  • Pages: 389

The Vampire in Folklore, History, Literature, Film and Television

  • Type: Book
  • -
  • Published: 2015-09-18
  • -
  • Publisher: McFarland

This comprehensive bibliography covers writings about vampires and related creatures from the 19th century to the present. More than 6,000 entries document the vampire's penetration of Western culture, from scholarly discourse, to popular culture, politics and cook books. Sections by topic list works covering various aspects, including general sources, folklore and history, vampires in literature, music and art, metaphorical vampires and the contemporary vampire community. Vampires from film and television--from Bela Lugosi's Dracula to Buffy the Vampire Slayer, True Blood and the Twilight Saga--are well represented.

Fushigi Yugi Ultimate Fan Guide Volume 3
  • Language: en
  • Pages: 100

Fushigi Yugi Ultimate Fan Guide Volume 3

The ancient Chinese fantasy anime epic continues as Miaka and her Suzaku Seven race to find the magical Shinzaho before Yui and her Seriyu Seven. The first to claim the talisman will have their wishes granted by the gods! The third of four in a series, this authorized Ultimate Fan Guide features detailed episode summaries, character profiles, setting exploration and theme analysis. Includes comprehensive character sheets for the popular Big Eyes, Small Mouth anime RPG as well. Covers episodes 27-39.

Deconstructing Popular Culture
  • Language: en
  • Pages: 248

Deconstructing Popular Culture

Popular culture permeates every aspect of our lives: from the music we listen to, the films and television shows we watch and the books we read. But who decides what counts as popular culture? Why is it so important? And how do we go about studying it? This book provides a comprehensive introduction to popular culture and examines the problems and possibilities of studying this fast changing field. Employing a unique approach, Bowman uses techniques of deconstruction to unpick, analyse and deconstruct contemporary examples of popular culture. The book looks at music, Hollywood film and the self-help movement to question claims behind the importance of popular culture and encourage readers to...

Revolutionary Girl Utena The Black Rose Saga
  • Language: en
  • Pages: 100

Revolutionary Girl Utena The Black Rose Saga

  • Type: Book
  • -
  • Published: 2004
  • -
  • Publisher: Unknown

None

Hot Rods and Gun Bunnies
  • Language: en
  • Pages: 128

Hot Rods and Gun Bunnies

Hot Rods And Gun Bunnies - OUT OF PRINT

New World Order
  • Language: en
  • Pages: 248

New World Order

Contributors to the book suggest an alternative discourse and value system to that of the market-led corporate global agenda, one that does not directly challenge corporate globalization but recognizes a parallel reality. Need and ingenuity are creating a culture that is clearly different from both North American pop culture and the high culture of the intellectual elites, and which can lead the world away from an "economics of death" to a more positive world. The New World Order does not, however, encourage naive optimism, as it recognizes that the lethal inversion of our value system, which is only beginning to be recognized, may not be acknowledged and counteracted in time to prevent disa...

Emergency Response : Silver Age Sentinels
  • Language: en
  • Pages: 36
The Game Inventor's Guidebook
  • Language: en
  • Pages: 282

The Game Inventor's Guidebook

A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.