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An examination of what algorithmic polarization means for society and how conservative elites use media literacy tactics to spread propaganda The Propagandists’ Playbook peels back the layers of the right-wing media manipulation machine to reveal why its strategies are so effective and pervasive, while also humanizing the people whose worldviews and media practices conservatism embodies. Based on interviews and ethnographic observations of two Republican groups over the course of the 2018 Virginia gubernatorial race—including the author’s firsthand experience of the 2017 Unite the Right rally—the book considers how Google algorithms, YouTube playlists, pundits, and politicians can ma...
The U.S. mainstream media have a love and hate relationship with Latina/os. On the one hand the media treat as hot property such stars as Jennifer Lopez, Eva Longoria and America Ferrera; on the other they contribute to the role of Latina/os as eternal foreigners, having continually to assert their belonging and citizenship. Latina/os and the Media brings together the scholarship of communication studies scholars working on issues of Latinidad and presents it in a coherent, vibrant and accessible form to shed light on the complex relationship between Latina/os and the media. Latina/os and the Media includes the coverage of the following: the participation of Latina/os in media production; th...
Public History for a Post-Truth Era explores how to combat historical denial when faith in facts is at an all-time low. Moving beyond memorial museums or documentaries, the book shares on-the-ground stories of participatory public memory movements that brought people together to grapple with the deep roots and current truths of human rights abuses. It gives an inside look at "Sites of Conscience" around the world, and the memory activists unearthing their hidden histories, from the Soviet Gulag to the slave trade in Senegal. It then follows hundreds of people joining forces across dozens of US cities to fight denial of Guantánamo, mass incarceration, and climate change. As reparations proposals proliferate in the US, the book is a resource for anyone seeking to confront historical injustices and redress their harms. Written in accessible, non-academic language, it will appeal to students, educators, or supportive citizens interested in public history, museums, or movement organizing.
Covid and . . . How To Do Rhetoric in a Pandemic is among the first edited collections to consider how rhetoric shapes Covid’s disease trajectory. Arguing that the circulation of any virus must be understood in tandem with the public communication accompanying it, this collection converses with interdisciplinary stakeholders also committed to the project of social wellness during pandemic times. With inventive ways of thinking about structural inequities in health, these essays showcase the forces that pandemic rhetoric exerts across health conditions, politics, and histories of social injustice.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
A study of how the climate crisis is changing human communication from a celebrated rhetorician. Why is it difficult to talk about climate change? Debra Hawhee argues that contemporary rhetoric relies on classical assumptions about humanity and history that cannot conceive of the present crisis. How do we talk about an unprecedented future or represent planetary interests without privileging our own species? A Sense of Urgency explores four emerging answers, their sheer novelty a record of both the devastation and possible futures of climate change. In developing the arts of magnitude, presence, witness, and feeling, A Sense of Urgency invites us to imagine new ways of thinking with our imperiled planet.
In the networked twenty-first century, digital platforms have significantly influenced capital accumulation and digital culture. Platforms, such as social network sites (e.g. Facebook), search engines (e.g. Google), and smartphones (e.g. iPhone), are increasingly crucial because they function as major digital media intermediaries. Emerging companies in non-Western countries have created unique platforms, controlling their own national markets and competing with Western-based platform empires in the global markets. The reality though is that only a handful of Western countries, primarily the U.S., have dominated the global platform markets, resulting in capital accumulation in the hands of a few mega platform owners. This book contributes to the platform imperialism discourse by mapping out several core areas of platform imperialism, such as intellectual property, the global digital divide, and free labor, focusing on the role of the nation-state alongside transnational capital.
This book is about ardent Korean female fans of gay representation in the media, their status in contemporary Korean society, their relationship with other groups such as the gay population, and, above all, their contribution to reshaping the Korean media’s portrayal of gay people. Jungmin Kwon names the Korean female fandom for gay portrayals as “FANtasy” subculture, and argues that it adds to the present visibility of the gay body in Korean mainstream media, thus helping to change the public’s perspective toward sexually marginalized groups. The FANtasy subculture started forming around text-based media, such as yaoi, fan fiction, and U.S. gay-themed dramas (like Will & Grace), and...
Video games are both physically and cognitively demanding--so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.