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Women experience and portray travel differently: Gender matters - irreducibly and complexly. Building on recent scholarship in women's travel writing, these provocative essays not only affirm the impact of gender, but also cast women's journeys against coordinates such as race, class, culture, religion, economics, politics, and history. The book's scope is unique: Women travelers extend in time from Victorian memsahibs to contemporary «road girls», and topics range from Anna Leonowens's slanted portrayal of Siam - later popularized in the movie, The King and I, to current feminist «descripting» of the male-road-buddy genre. The extensive array of writers examined includes Nancy Prince, Frances Trollope, Cameron Tuttle, Lady Mary Montagu, Catherine Oddie, Kate Karko, Frances Calderón de la Barca, Rosamond Lawrence, Zilpha Elaw, Alexandra David-Néel, Amelia Edwards, Erica Lopez, Paule Marshall, Bharati Mukherjee, and Marilynne Robinson.
Using a narrative approach unique to organizational studies, Czarniawska employs literary devices to uncover the hidden workings of organizations. She shows how the interpretive description of organizational worlds works as a distinct genre of social analysis, and her investigations ultimately disclose the paradoxical nature of organizational life: we follow routine in order to change, and decentralize in order to control. By confronting such paradoxes, we bring crisis to existing institutions and enable them to change.
Emerging technologies eventually disappear into the atmosphere of everyday life – they become ordinary and enmeshed in ignored infrastructures and patterns of behaviour. This is how Mundania takes form. Based on original research, this book uses the concept of mundania to better understand our relationship with technology.
Playing Along shows how video games and social media are bridging virtual and visceral experience, transforming our understanding of musicality, creativity, play, and participation.
In Relations, AnnKatrin Jonsson develops a new understanding of ethics and subjectivity within high modernism. The author analyzes Joyce's Ulysses, Woolf's The Waves, and Barnes's Nightwood as narratives that depict a subject turning towards the other and the world, a movement that seriously questions the sovereignty of the subject as cogito, instead opening up for otherness, excess, and indeterminacy. The author points to convergences between a phenomenological manner of thinking found in modernist literature and the notion of an ethics and an ethical subjectivity, a subject who exists in an inescapable relation with the world. As the novels acknowledge otherness, there is a rebound effect ...
These volumes explore the potential for feminist critique offered by these genres, critique of patriarchal ideologies as well as formal features, and demonstrate how gendered hierarchies are unsettled but not entirely transcended. Thus the resistance against traditional genre properties creates new spaces for women writers, while the collusion with existing forms inscribes these women writers in the literary tradition at large. Together with the students engaged in this project, the scholars represented in this anthology have embarked upon a conceptual voyage of discovery
Reading Jack Kerouac’s classic On the Road through Virginia Woolf’s canonical A Room of One’s Own, the author of this book examines a genre in North American literature which, despite its popularity, has received little attention in literary and cultural criticism: women’s road narratives. The study shows how women’s literature has inscribed itself into the American discourse of the Whitmanesque “open road”, or, more generally, the “freedom of the road”. Women writers have participated in this powerful American myth, yet at the same time also have rejected that myth as fundamentally based on gendered and racial/ethnic hierarchies and power structures, and modified it in the...
This volume was first published by Inter-Disciplinary Press in 2016. Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?
Over the past ten to fifteen years there has been an increasing interest in emotion in organizations, in diversity, ethics, care and the ubiquitous pursuit of quality. These concerns, however, have consistently been reduced to issues of management and regulation. There is now a growing need to confront issues related to the dehumanization of organizations. This book brings these issues together, presenting an original construction of the organization via an emphasis on the (m)other. This book is not a feminist tract, nor is it primarily about the experiences of women in organizations. It rather argues that conventional representations of the organization are patriarchal, masculine, directed by the animus and that such representations reduce the notion of 'organization' to abstract relationships, rational actions and purposive behaviour. This challenging book will be of essential interest to all critical management theorists. With its innovative approach, it will also appeal to students, teachers, and all those looking for an approach to management that does justice to the complexity, ambivalence and chaos of the world of organizing.
Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patter...