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Playing American
  • Language: en
  • Pages: 247

Playing American

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Playing American
  • Language: en
  • Pages: 246

Playing American

Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playin...

Video Games and Spatiality in American Studies
  • Language: en
  • Pages: 301

Video Games and Spatiality in American Studies

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Red Dead Redemption
  • Language: en
  • Pages: 240

Red Dead Redemption

While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red De...

Beyond Narrative
  • Language: en
  • Pages: 271

Beyond Narrative

This book calls for an investigation of the ›borderlands of narrativity‹ — the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the ›beyond‹ of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of »narrative liminality,« which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years.

History in Public Space
  • Language: en
  • Pages: 309

History in Public Space

This book focuses on various manifestations of history in public spaces: in the physical ones of various historical times and geographical places, as well as in the virtual world. It discusses how the spaces have been shaped and re-shaped, by whom and for what (not always laudable) purposes, and raises pragmatical and ethical questions for both research and practical activities in the field. By combining both micro and global perspectives, the universal role that history plays in spaces created by and for, as well as the factors determining its usages, is revealed. The authors are rooted in specific national contexts: Canadian or American, Ukrainian or Polish, British or Irish, German or Lux...

Analyzing Recorded Music
  • Language: en
  • Pages: 491

Analyzing Recorded Music

  • Type: Book
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  • Published: 2022-12-29
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  • Publisher: CRC Press

Analyzing Recorded Music: Collected Perspectives on Popular Music Tracks is a collection of essays dedicated to the study of recorded popular music, with the aim of exploring "how the record shapes the song" (Moylan, Recording Analysis, 2020) from a variety of perspectives. Introduced with a Foreword by Paul Théberge, the distinguished editorial team has brought together a group of reputable international contributors to write about a rich collection of recordings. Examining a diverse set of songs from a range of genres and points in history (spanning the years 1936–2020), the authors herein illuminate unique attributes of the selected tracks and reveal how the recording develops the expressive content of song performance. Analyzing Recorded Music will interest all those who study popular music, cultural studies, and the musicology of record production, as well as popular music listeners.

REAL - Yearbook of Research in English and American Literature, Volume 38
  • Language: en
  • Pages: 632

REAL - Yearbook of Research in English and American Literature, Volume 38

Celebrating the 80th birthday of Winfried Fluck, this volume of REAL gathers leading US-American and European literary scholars from English and American Studies to engage some of his classic essays, covering topics that range from the aesthetics of early American literature to the history of our digital present and from the Americanization of literary studies to the search for American democratic culture. Each of the volume's twelve dialogues consists of a republished essay by Fluck and a response by one his interlocutors, written specifically for this occasion. Contributors include field-defining scholars, long-time companions, and colleagues whose intellectual trajectory has been impacted by Fluck's incisive metacriticism and his reception-oriented approach to literary and cultural history. The twelve dialogues reassess debates that have shaped literary studies in the late twentieth century and they inquire into the paradigmatic shifts that are currently reorganizing the field.

The Transatlanticist
  • Language: en
  • Pages: 90

The Transatlanticist

  • Type: Book
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  • Published: 2014-05-01
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  • Publisher: CreateSpace

The Transatlanticist is a literary magazine that started as a final project in a class on Editing and Publishing. It gives a voice to aspiring writers and artists who imagine, conceptualize, produce, validate, question, ridicule, deconstruct, or otherwise engage with the USA and/or Germany through short fiction, literary nonfiction, poetry, graphic narrative, or visual arts. Listing the countries here is shorthand for people, society, politics, architecture, popular culture, past, present, future, cuisine, arts, environment, traditions, oddities, and anything else that contributors deem worth writing about and visualizing.Featured authors: - Richard A. Bachmann: "Mementos"- Max Heiliger: "Soul (Sausage)"- Sören Schoppmeier: "Beyond the Clouds"- Jennifer Spellman: "'Lola Rennt' Review: Aufsatz 3"- Tobias Stückmann: "Henry XIII" - Kirk Wisland: "Departures"Artwork provided by Julia Holze and Matthias Röder

Video Games and Spatiality in American Studies
  • Language: en
  • Pages: 423

Video Games and Spatiality in American Studies

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.