You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, a...
A leadership book by former Navy SEAL and New York Times bestselling author Mark Divine, Staring Down the Wolf focuses on harnessing the principles of purpose and discipline in life to achieve success. What does it take to command a team of elite individuals? It requires a commitment to seven key principles: Courage, Trust, Respect, Growth, Excellence, Resiliency, and Alignment. All of these are present in an elite team which commits to them deeply in order to forge the character worthy of uncommon success. Retired Navy SEAL Commander, entrepreneur and New York Times bestselling author Mark Divine (founder of SEALFIT, NavySeal.com, and Unbeatable Mind) reveals what makes the culture of an el...
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
The inaugural title in the Landmark Video Games series
A collection of lyrics and autobiographical commentary by singer Mark Lanegan, with a preface by John Cale and a foreword by Moby With a voice that Pitchfork has called "as scratchy as a three-day beard yet as supple and pliable as moccasin leather," former Screaming Trees and Queens of the Stone Age vocalist Mark Lanegan draws frequent comparisons to masters like Nick Cave and Leonard Cohen. Lanegan's voice is one of the most distinct and recognizable in rock, but his talents aren't limited to his vocal skills. Lanegan's lyrics are on par with the best of them, exploring with Blake-like insight the stark and scorched emotional terrain that exists somewhere beyond sadness, addiction, trauma,...
With the help of her animal friends, Daine fights to save the kingdom of Tortall from ambitious mortals and dangerous immortals.
This fascinating book charts the relationship between Mark Rowlands, a rootless philosopher, and Brenin, his extraordinarily well-travelled wolf. More than just an exotic pet, Brenin exerted an immense influence on Rowlands as both a person, and, strangely enough, as a philosopher, leading him to re-evaluate his attitude to love, happiness, nature and death. By turns funny (what do you do when your wolf eats your air-conditioning unit?) and poignant, this life-affirming book will make you reappraise what it means to be human.
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
The lethality of lone-wolf terrorism has reached an all-time high in the United States. Isolated individuals using firearms with high-capacity magazines are committing brutally efficient killings with the aim of terrorizing others, yet there is little consensus on what connects these crimes and the motivations behind them. In The Age of Lone Wolf Terrorism, terrorism experts Mark S. Hamm and Ramón Spaaij combine criminological theory with empirical and ethnographic research to map the pathways of lone-wolf radicalization, helping with the identification of suspected behaviors and recognizing patterns of indoctrination. Reviewing comprehensive data on these actors, including more than two hu...