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A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
Inside the Teaching Machine argues that the U.S. public research university has always been a vital component of the capitalist political economy. Advocates of higher education have long contended that universities should operate above the crude material negotiations of economics and politics. Such arguments often ignore the historical reality that the American university system emerged through, and in service to, a capitalist political economy.
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the wa...
The creative economy permeates our everyday lives, shaping where we live, what we buy, and how we interact with others. Looking at dimensions of people, place, policy, and market forces, the book offers a comprehensive perspective on arts and culture, in both economic and social life. The book explores the multifaceted components that make up this complex field. Underlying this journey is the throughline of diversity, equity, and inclusion as watchwords of today’s global paradigm. Capital, gentrification, pay disparities, and the hegemonic confines of cultural production are a few of the key issues analyzed. Using case studies and stories of artists and creatives from the worlds of fashion...
Thirty Years After: New Essays on Vietnam War Literature, Film and Art brings together essays on literature, film and media, representational art, and music of the Vietnam War that were generated by a three-day conference in Honolulu during Veterans Week 2005. This large and extensive volume, the first collection of Vietnam War criticism published since the 1990s, reflects significant cultural and historical changes since then, including U.S.-Vietnamese cultural transactions in the wake of political reconciliation and the Vietnamese diaspora; popular commodification and memorialization of the war in America; and renascent American imperialism. Contributors include well-established and well-p...
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
This volume brings together selected papers from an interdisciplinary conference focused on effective and appropriate communication of science in the often-heated controversies characteristic of contemporary democracies. The forty essays represent cutting-edge work from rhetorical and communication theorists studying the practices and norms of public discourse and science communication, philosophers interested in the informal logic of everyday reasoning and in the theory of deliberative democracy, and science studies scholars examining the intersections between the social worlds of scientists and citizens. Topics include the theory and practice of public participation exercises involving experts and lay publics, communication techniques for conveying uncertainty, complexity and scale, pseudocontroversy and "manufactured doubt" about science, and the maintenance of trust between scientists and citizens.
"Based on years of archival work and fieldwork, Climate Politics on the Border distinctly demonstrates why ecological and anticolonial approaches to rhetoric are essential for grappling with climate politics. The book argues persuasively for treating climate and environmental justice through ecology and decoloniality, and it provides rich theoretical language, methodological innovations, and practical insight for engaging these intersections through local climate politics"--
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