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Includes original and previously unseen material, behind-the-scenes features, creator commentary, and essays.
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An online comic found at http://www.joeandmonkey.com/ now in print.
Many introductions to comics scholarship books begin with an anecdote recounting the author’s childhood experiences reading comics, thereby testifying to the power of comics to engage and impact youth, but comics and power are intertwined in a numbers of ways that go beyond concern for children’s reading habits. Comics and Power presents very different methods of studying the complex and diverse relationship between comics and power. Divided into three sections, its 14 chapters discuss how comics interact with, reproduce, and/or challenge existing power structures – from the comics medium and its institutions to discourses about art, subjectivity, identity, and communities. The contributors and their work, as such, represent a new generation of comics research that combines the study of comics as a unique art form with a focus on the ways in which comics – like any other medium – participate in shaping the societies of which they are part.
FROM UNTOLD STYGIAN DEPTHS, IT RISES Gaze, if you dare, in benumbed awe upon its unfathomably cyclopean dimensions of obsidian impossibility. Cower before its undulating, multitendriled tales of unutterable horror. Receive into trembling hands that which the nameless ancients foretold in dread whispers that echo still across the black and terrible chasm whence forgotten time disgorges its haunted secrets, etc. Behold—the sixth tome of the Penny Arcade cycle! Peer within and find • 2005’s full-color Penny Arcade strips in their behemoth entirety! • The soul-chilling ramblings of its warped, only partially human creators! • And more, which no coherent mind could fathom nor human tongue repeat!
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Updated with new chapters and an introduction for the 50th Anniversary of Dungeons & Dragons, the fascinating and authoritative history of Dungeons & Dragons that “tracks D&D’s turbulent rise, fall, and survival, from its heyday in the 1980s…to the 21st century” (The Wall Street Journal), by award-winning journalist David M. Ewalt. Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture, and 2014 marks the intriguing role-playing phenomenon’s 40th anniversary. Released decades before the Internet and social media, Dungeons & Dragons inspired one of the original nerd subcultures and is still revered by...
Collects the first two years of the most popular webcomic of all time, about two friends, Tycho and Gabe, who spend most of their time gaming.
We understand there are a variety of child-rearing techniques, but exposing them to wizardism, or leaving them with phylacteries, lycanthropes, and nosferatu don't seem like sound tactics. Is there a Bureau for Paranormal Children Services? They need a call about now. And tell them this collection includes every PENNY ARCADE strip from 2007, handcrafted creator commentary from Jerry Holkins (Tycho Brahe), mystical cover process from Mike Krahulik, and a foreward by Cliff Bleszinski.
One of the more remarkable phenomena associated with the World Wide Web is the web comic: serialized comics strips (or single-panel episodes) produced originally and specially for viewing on the web. Noted web historian T. Campbell has compiled a comprehensive history of this remarkable development in the comics industry and history of literature.