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This book argues that online harassment communities function as Alternate Reality Games (ARGs) where the collective goal is to ruin peoples’ lives. Framing these communities like ARGs highlights ways to limit their impact in the future, partly through offering people better ways to control their own safety online. The comparison also underlines the complicity of social networks in online harassment, since the communities use their designs as tools. Social networks know this, and need to work on minimizing the problem, or acknowledge that they are profiting through promoting abuse.
Increasing US&– China tensions, Russia' s invasion of Ukraine, disruptions to supply chains and maritime trade, right-wing extremism, gangs and the drug trade . . . The international and domestic security environment is dynamic and fraught. In State of Threat, local and international academics and sector experts discuss the issues facing New Zealand across defence, diplomacy, intelligence, policy, trade and border management.This timely and up-to-date analysis of New Zealand' s most important security issues is a must-read for policy analysts, those working in risk management and industry leaders across all sectors of the economy.
The papers collected in this volume document the exchange and development of ideas that comprised the 5th Global Conference on Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction, hosted at Mansfield College, Oxford, United Kingdom, in July 2010.
Weird Tales #359 is a special celebration of all things Poe, with a special features dedicated to Poe's influence on modern writers, fiction and poetry inspired by Poe, plus an interview with Joe Schreiber, the usual features, and much general weirdness. Another great issue!
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
This Companion explores the relationship between the ideas and themes of American science fiction and their roots in the American cultural experience.
Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with ed...
The March/April 2018 issue of Hugo Award-winning Uncanny Magazine. Featuring new fiction by Sarah Pinsker, A.T. Greenblatt, Emma Törzs, Sarah Monette, Vina Jie-Min Prasad, and Brandon O'Brien, reprinted fiction by Nalo Hopkinson, essays by R.F. Kuang, Neile Graham, Marissa Lingen, and Karlyn Ruth Meyer, and poetry by Fran Wilde, Cassandra Khaw, Brandon O'Brien, Beth Cato, Sonya Taaffe,Hal Y. Zhang, and Andrea Tang, interviews with A.T. Greenblatt and Vina Jie-Min Prasad by Caroline M. Yoachim, a cover by Nilah Magruder, and an editorial by Lynne M. Thomas and Michael Damian Thomas.
How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling the development and distribution of a world of creative content. Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Sal...