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Steve Tomasula is a novelist like no other; his experiments in narrative and design have won him a loyal following. Exemplifying Tomasula’s style, IN & OZ is a heady, avant-garde book, rooted in convincing characters even as it simultaneously subverts the genre of novel and moves it forward. IN & OZ is a novel of art, love, and auto mechanics. The story follows five different characters—an auto designer, photographer, musical composer, poet/sculptor, and mechanic—who live in two very different places: IN, a back-alley here and now; and OZ, which reflects the desire for somewhere better. The men and women who populate Tomasula’s landscape desperately hope to fill a void in their lives...
How the blurring of media forms—transmedia—became the default for how we experience narratives, and how that cultural transformation has redefined the worlds of education, entertainment, and our increasingly polarized public discourse. Over the past decade, the power of narrative has been unleashed with awesome and terrifying consequences, and it has been consumed in its blurred media forms by millions of people as news, entertainment, and education. Imagining Transmedia, edited by Ed Finn, Bob Beard, Joey Eschrich, and Ruth Wylie, explores the surprising ways that narratives working across media forms became the default grammar for both media consumption and personal expression and how ...
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
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If it is indeed impossible to think beyond capitalism, then capital has become reality. If global capitalism organizes reality through the stories it weaves, capital is (as strong as) its fictions. If capital is reality and capital is fiction, then reality as such is fiction as well. It is by reading this fiction for both patterns and inconsistencies that contemporary individuals can challenge global capital and unveil its hypocrisies; and it is by fighting fiction with fiction, i.e. projecting new realities – such as those in the post-millennial novels by William Gibson, Douglas Coupland, and Dave Eggers – that people can imagine the world anew.
A collection of essays and documents presented at "Hideous Gnosis," a symposium on black metal theory held in Brooklyn, December 2009.
This Companion explores the relationship between the ideas and themes of American science fiction and their roots in the American cultural experience.
This book offers a concrete contribution towards a better understanding of climate change communication. It ultimately helps to catalyse the sort of cross-sectoral action needed to address the phenomenon of climate change and its many consequences. There is a perceived need to foster a better understanding of what climate change is, and to identify approaches, processes, methods and tools which may help to better communicate it. There is also a need for successful examples showing how communication can take place across society and stakeholders. Addressing the challenges in communicating to various audiences and providing a platform for reflections, it showcases lessons learnt from research, field projects and best practices in various settings in various different countries. The acquired knowledge can be adapted and applied to other situations.
Within the expansive mediascape of the 1980s and 1990s, cyberpunk’s aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today’s realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk – from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today’s video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.
This interdisciplinary and multifaceted work investigates the traumatic character of (late) modernity from the perspectives of risk and trust regarded as correlates to human actions, as well as forms of social consciousness and cultural production in contemporary, post-industrial societies. In this way, the book gestures towards an interpretative framework in which modern social structures and systems may be effectively conceptualised in an overtly phenomenological context that entails the understanding of risk and trust as significant elements of human experience, social knowledge and a personal motivation to take goal-oriented actions. Being focused upon searching for inter-subjective mech...