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Smart. Funny. Fearless."It's pretty safe to say that Spy was the most influential magazine of the 1980s. It might have remade New York's cultural landscape; it definitely changed the whole tone of magazine journalism. It was cruel, brilliant, beautifully written and perfectly designed, and feared by all. There's no magazine I know of that's so continually referenced, held up as a benchmark, and whose demise is so lamented" --Dave Eggers. "It's a piece of garbage" --Donald Trump.
Survey of 80 of the world's most prominent animation artists and studios.
Science and technology have had a profound effect on the way humans perceive space and time. In this book, an international team of authors explore themes of depth and surface, of real and conceptual space and of human/machine interaction. The collection is organized around the concept of Technospace--the temporal realm where technology meets human practice. In exploring this intersection the contributors initiate debate on a number of important conceptual questions: Is there a clear distinction between the real spaces of the body or the city, and the conceptual space of virtual reality?How are real and metaphorical spaces of electronic cultures quantified and regulated? Is there an ethics of technospace?Historically, the reception of new technologies has been invested with romantic idealism on the one hand and panic on the other. The authors argue that in order for utopian dreams to be tempered by ethical, humanistic needs, we have an urgent need to reveal, reflect upon and evaluate technospace and our relationship to it.
This edition of Double Edge Magazine is our Entertainment edition which features an exclusive inside look at "SUPER MARIO BROTHERS".
Why have zombies resonated so pervasively in the popular imagination and in media, especially films? Why have they proved to be one of the most versatile and popular monster types in the growing video game industry? What makes zombies such widespread symbols of horror and dread, and how have portrayals of zombies in movies changed and evolved to fit contemporary fears, anxieties, and social issues? Zombies have held a unique place in film and popular culture throughout most of the 20th century. Rare in that this enduring monster type originated in non-European folk culture rather than the Gothic tradition from which monsters like vampires and werewolves have emerged, zombies have in many way...
This book focuses on the most powerful agency of value formation in our time -- the video image as purveyed through television and mass media. Special attention is given to the impact of television on education and the challenges of instructing a generation of children who have never know a time BT, that is, "before television." Both the negative and the positive implications and consequences of video technology are discussed in the book by a range of experts in the humanities and social sciences. Among the prominent issues and questions: How does television function as an agent of value formation? What is the impact of conventional, commercial format on values and critical judgment? What is...
One of five volumes devoted to exploring some of the peripheral aspects of American films. Essays describe the depiction of such geographical and conceptual places as Arizona and the Arabic world, such public and ritual spaces as churches and western saloons, and such private arenas and commonplace spaces as the men's room and poolsides. Not illustrated. No index. Paper edition (unseen), $18.95. Annotation copyright by Book News, Inc., Portland, OR
From classics like King Kong, to beloved B-movies like The Beast from 20,000 Fathoms, to blockbusters like Jurassic Park, it's easy to see that filmmakers and audiences alike love to see dinosaurs on the screen. This comprehensive filmography, arranged alphabetically by title, contains entries that include basic facts (year of release, country of origin, studio, and running time), followed by a concise plot summary, the author's critical commentary, information on the production and the people behind it, and secrets of the often-ingenious special effects. Three useful appendices feature films with minor dinosaur content, planned but unfinished dinosaur movies, and the quasi-dinosaurs of Toho Studios. To be included, a movie must depict one or more representations of a "prehistoric reptile." Inaccurate portrayals are included, as long as the intent is to represent a real or fictional dinosaur. Not eligible are films featuring prehistoric mammals, prehistoric humans or humanoids, and beasts of mythology--unless, of course, the movie also has a dinosaur.
A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during ...
AFTER THE NEW WAVE: SCIENCE FICTION TODAY is a revised and updated version of AFTER THE NEW WAVE, Nader Elhefnawy's earlier collection of essays on science fiction.