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In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ ind...
Introducing Religion examines the different ways of looking at religion in the twenty-first century. Providing a broad overview to the discipline of religious studies, this new edition continues to introduce students to engaging and contemporary topics such as: sociology of religion psychology of religion history of religion religion and art religious ethics popular religion religion and violence Thoroughly updated throughout, this sixth edition includes new coverage of current debates and hot topics in the field, such as concerns about "essentialism" in religion, the importance of categorization, and the role of psychology in religious experience. This textbook is fundamental reading for students approaching this subject area for the first time.
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.
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.
Copyright Vigilantes: Intellectual Property and the Hollywood Superhero explains superhero blockbusters as allegories of intellectual property relations. In movies based on characters owned by the comics duopoly of DC and Marvel, no narrative recurs more often than a villain’s attempt to copy the superhero's unique powers. In this volume, author Ezra Claverie explains this fixation as a symptom of the films’ mode of production. Since the 1930s, the dominant American comics publishers have treated the creations of artists and writers as work for hire, such that stories and characters become company property. Thus, publishers avoided sharing the profits both from magazine sales and from li...
This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
Transmedia in Asia and the Pacific is a timely exploration of a global media phenomena that offers a unique perspective on the production, consumption and use of transmedia storytelling in the Asia Pacific region. Through close analysis of case studies from Australia, Cambodia, China, Japan, Malaysia, South Korea, and West Papua, the chapters in this book provide insight into the cultural and transcultural contexts against which transmedia storytelling takes place in the region. From community theatre and social media narratives in China; to transcultural consumption of Japanese texts in French, Spanish and English speaking countries; to the use of transmedia for education in Japan and China...
At a time when print and film have shown the classic Western and noir genres to be racist, heteronormative, and neocolonial, Sara Humphreys's Manifest Destiny 2.0 asks why these genres endure so prolifically in the video game market. While video games provide a radically new and exciting medium for storytelling, most game narratives do not offer fresh ways of understanding the world. Video games with complex storylines are based on enduring American literary genres that disseminate problematic ideologies, quelling cultural anxieties over economic, racial, and gender inequality through the institutional acceptance and performance of Anglo cultural, racial, and economic superiority. Although g...
The Disney Princesses are a billion-dollar industry, known and loved by children across the globe. Robyn Muir provides an exploratory and holistic examination of this worldwide commercial and cultural phenomenon in its key representations: films, merchandising and marketing, and park experiences. Muir highlights the messages and images of femininity found within the Disney Princess canon and provides a rigorous and innovative methodology for analysing gender in media. Including an in-depth examination of each princess film from the last 83 years, the book provides a lens through which to view and understand how Disney Princesses have contributed to the depiction of femininity within popular culture.
Francis Edward Abernethy served as the Secretary-Editor of the Texas Folklore Society for 33 years. He played an integral part in the process of moving the headquarters from the University of Texas to Stephen F. Austin State University in 1971; for more than three decades, he managed the organization’s daily operations and helped it continue to grow—sometimes through lean years, both financially and in terms of academic interest. In addition to fostering many new members and guiding their contributions to folklore scholarship, his editorial accomplishments were substantial. In all, he edited two dozen volumes of the PTFS series, including the three volumes he wrote himself that serve as ...