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Journey through the theatre-inspired and story-driven work of Canadian artist and illustrator Patrick Lemieux. It is an exploration backstage, of the fantastical and of reality-based pieces, collected here for the first time, complete with notes, photos, sketches and paintings in full colour documenting his process. Experience the play of light!
Containing reviews written from January 2002 to mid-June 2004, including the films "Seabiscuit, The Passion of the Christ," and "Finding Nemo," the best (and the worst) films of this period undergo Ebert's trademark scrutiny. It also contains the year's interviews and essays, as well as highlights from Ebert's film festival coverage from Cannes.
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play ...
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standar...
The Mike Oldfield Chronology, Second Edition, is a comprehensive look at the recording and release history of the man who, for over 40 years, has created some of the world's most innovative and groundbreaking music. This Chronology covers every aspect of Mike Olfield's recording career, from his early days with his sister in the folk duo The Sallyangie, to his joining Kevin Ayers And The Whole World, through the recording of his albums and his numerous guest appearances. The information is presented date by date in chronological order, accompanied by detailed descriptions of each song version and non-album track, edit, remix, extended version and demo (some released and some unreleased). It also covers Mike's tours and live appearances.
A poetics appropriate to the digital era that connects digital poetry to traditional poetry's concerns with being. This book offers a decoder for some of the new forms of poetry enabled by digital technology. Examining many of the strange technological vectors converging on language, it proposes a poetics appropriate to the digital era while connecting digital poetry to traditional poetry's concerns with being (a.k.a. ontological implications). Digital poetry, in this context, is not simply a descendent of the book. Digital poems are not necessarily “poems” or written by “poets”; they are found in ads, conceptual art, interactive displays, performative projects, games, or apps. Poeti...
This book argues that the examination of sports media within cultural and media studies is organized around more than just a shared topic: mediated sports. What count as "sports media" in journals, books, and conferences are extremely diverse; they can cover athlete expression on social media, shoe commercials, gender in sports commentary, Indigenous name change activists, and fantasy sports. Besides being mediated and, in some cases, loosely connected to sports events and leagues, it is hard to see what they all share that could serve as the foundation for a unified field of study. Jason Kido Lopez argues that sports media are defined by genre, which is reflected in their industries, within...
This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...