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From an Emmy Award–winning writer, witty and hilarious advice to classic literary characters—from Lady Macbeth to Victor Frankenstein—on how to cope with their most arduous, “real-life” struggles. Why do we love literature? There are many reasons, of course, but one of them has to be that we find the characters relatable. Even while fictional, their problems and predicaments feel real, speaking to human nature and reality even when wrapped in fantastical or romantic packaging. When a real-world person has a problem, they turn to their friends, family, therapists—and advice columnists. In Novel Advice, our favorite characters from classic literature do just that, writing in to Aun...
From an Emmy Award–winning writer, witty and hilarious advice to classic literary characters—from Lady Macbeth to Victor Frankenstein—on how to cope with their most arduous, “real-life” struggles. Why do we love literature? There are many reasons, of course, but one of them has to be that we find the characters relatable. Even while fictional, their problems and predicaments feel real, speaking to human nature and reality even when wrapped in fantastical or romantic packaging. When a real-world person has a problem, they turn to their friends, family, therapists—and advice columnists. In Novel Advice, our favorite characters from classic literature do just that, writing in to Aun...
Following on Well Played 1.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Contributors are again looking at video games in order to provide a variety of perspectives on the value of games.
Neither the Time nor the Place considers how the space-time dyad has both troubled and invigorated Americanist scholarship in recent decades. Organized around considerations of citizenship, environment, historiography, media, and bodies, the book presents some of the most provocative new work being done in American literary studies today.
Fandom has been celebrated both as a harmonious, tolerant space and as apolitical and detached from reality. Yet fandom is neither harmonious nor apolitical. Throughout the past century, fandom has been shaped by recurring controversies and sparked by the emergence of new circles, platforms and discourses. Since the earliest days of science-fiction fandom, fans have conceived of their communities as quasi-political bodies, and of themselves as public actors in discursive spaces. They are concerned with the organizational structures, norms, and borders of fandom as well as their own position within it all. This latter concern has moved to the forefront as fan practices and platforms have been coopted by the entertainment industry and by political actors, forcing fans to situate their fannish and political identities in relation to both sprawling transmedia franchises and right-wing groups exploiting fannish formations for political ends. Through case studies of Glee and The Hunger Games fandoms as well as events such as Gamergate, RaceFail '09 and the Hugo Awards controversies, this book explores the complexities of political fandom.
Most design and business decisions are based on some combination of personal preferences, fear, and wishful thinking instead of sound evidence. Most design research is ineffective because it isn’t asking or answering the right questions. Just Enough Research is here to help. Whether you’re just starting out in your design career, in the middle of a whole mess of product decisions, or trying to help your colleagues get over their fear of admitting ignorance, there is something in this book for you. If you are a research specialist, this will help you, and help everyone you work with better appreciate what you do. Just Enough Research has remained a popular handbook for over a decade, outlasting several technology hype cycles. It’s brief. It’s practical. It’s got jokes.
A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.
Popular fiction can be more than "feel-good diversion". Stories which are intended to entertain are uniquely suited to affect their recipients' feelings or moods, and tend to leave a more sustained impression than lectures or lists of facts. It is hardly surprising, therefore, that story-telling keeps on thriving in the 21st century, with ever new media providing ever new space for narratives. In Will Spook You For Real, Huber examines a wide range of strategies used in fiction to trigger a specific emotion in the readers: anxiety regarding the social constructs they live in, and their specific positions within these constructs. Can we trust our neighbours? Can we rely on our governments? What do big corporations have in mind? And what happens if I cannot conform to the role which has been assigned to me?
"There is a great deal that goes into making a video blog. Lizzie Bennet should know, having become a YouTube sensation over the course of her year-long video diary project. The Lizzie Bennet Diaries chronicled Lizzie's life as a twenty-four-year-old grad student, struggling under a mountain of student loans and living at home with her two sisters--beautiful Jane and reckless Lydia. What may have started as her grad student thesis grew into so much more, as the videos came to inform and reflect her life and that of her sisters. When rich, handsome Bing Lee comes to town, along with his stuck-up friend William Darcy, things really start to get interesting for the Bennets--and for Lizzie's vie...
This collection is the first to offer a close study of fan generations, which are defined not only by fans’ ages, but by their entry point into a canon or their personal politics. The contributors further the conversation about how generational fandom is influenced by and, in turn, influences technologies, industry practices, and social and political changes. As reboot culture continues, as franchises continue expanding over time, and as new technologies enable easier access to older media, Fandom, the Next Generation offers a necessary investigation into transgenerational fandoms and intergenerational fan relationships. Contributors: Maria Alberto, University of Utah Mélanie Bourdaa, Uni...