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Communities of the Air
  • Language: en
  • Pages: 340

Communities of the Air

DIVAffirms the importance of invention of radio and explores how radio creates sets of overlapping communities of the air, including those who study and theorize radio as a technological, social, cultural, and historical phenomenon./div

War Isn't Hell, It's Entertainment
  • Language: en
  • Pages: 293

War Isn't Hell, It's Entertainment

  • Type: Book
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  • Published: 2009-03-05
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  • Publisher: McFarland

Real war is a cruel theater of death, yet it is also an exciting narrative exploited for national, political and commercial purposes and turned into numerous films, television shows, computer games, news stories and reenactment plays. These essays examine the relationship between war, visual media and entertainment from a number of academic perspectives. Key topics include how war is used as an imaginary site to stage dramas; how boundaries between war, media, and entertainment dissolve as new media alters the formal qualities of representation; how entertainment is used to engage audiences; and what effect products of war and entertainment have on consumers of popular culture.

Masculinities in Play
  • Language: en
  • Pages: 291

Masculinities in Play

  • Type: Book
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  • Published: 2018-10-06
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  • Publisher: Springer

This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.

Gaming Globally
  • Language: en
  • Pages: 279

Gaming Globally

  • Type: Book
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  • Published: 2016-01-26
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  • Publisher: Springer

Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays...

Playing War
  • Language: en
  • Pages: 283

Playing War

  • Type: Book
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  • Published: 2016-04-05
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  • Publisher: NYU Press

Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War p...

Encyclopedia of Social Movement Media
  • Language: en
  • Pages: 633

Encyclopedia of Social Movement Media

  • Type: Book
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  • Published: 2011
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  • Publisher: SAGE

The entries are designed to be relatively brief with clear, accessible, and current information.

Sports Videogames
  • Language: en
  • Pages: 324

Sports Videogames

  • Type: Book
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  • Published: 2013-07-18
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  • Publisher: Routledge

From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.

The Chinese Video Game Industry
  • Language: en
  • Pages: 296

The Chinese Video Game Industry

​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Ch...

Leveling the Learning Curve
  • Language: en
  • Pages: 412

Leveling the Learning Curve

Will the COVID-19 pandemic be remembered as a turning point in how universities deliver teaching and learning? How might the widespread use of digital tools change higher education? This groundbreaking book explores the role of digital education at this crucial crossroads. Built on interviews with more than fifty leading practitioners from major universities and ed-tech firms, Leveling the Learning Curve is an indispensable guide to the inner workings of digital education. Written for university managers and leaders, it explores how new tools can allow universities to reach new audiences and address long-standing imbalances. The authors examine challenges to implementing digital education pr...