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From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
A Companion to Popular Culture is a landmark survey of contemporary research in popular culture studies that offers a comprehensive and engaging introduction to the field. Includes over two dozen essays covering the spectrum of popular culture studies from food to folklore and from TV to technology Features contributions from established and up-and-coming scholars from a range of disciplines Offers a detailed history of the study of popular culture Balances new perspectives on the politics of culture with in-depth analysis of topics at the forefront of popular culture studies
Subcultures: The Basics is an accessible, engaging introduction to youth cultures in a global context. Blending theory and practice to examine a range of subcultural movements including hip hop in Japan, global graffiti writing crews, heavy metal in Europe and straight edge movements in the USA, this text answers the key questions posed by those new to the subject, including: What is a subculture? How do subcultures emerge, who participates and why? What is the relationship between deviance, resistance and the ‘mainstream’? How does society react to different subcultural movements? How has global media and virtual networking influenced subcultures? Is there a life ‘after’ subculture? Tracing the history and development of subcultures to the present day, with further reading and case studies throughout, this text is essential reading for all those studying youth culture in the contexts of sociology, cultural studies, media studies, anthropology and criminology.
This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.
Digital media are normal. But this was not always true. For a long time, lay discourse, academic exhortations, pop culture narratives, and advocacy groups constructed new Information and communications technologies (ICTs) as exceptional. Whether they were believed to be revolutionary, dangerous, rife with opportunity, or other-worldly, these tools and technologies were framed as extraordinary. But digital media are now mundane, thoroughly embedded - and often unquestioned - in everyday life. Digital ICTs are enmeshed in health and wellness, work and organizations, elections, capital flows, intimate relationships, social movements, and even our own identities. And although the study of these ...
Richard Skaggs was a Revolutionary War veteran from Virginia who died sometime after 1821. He and his wife Elizabeth lived in Kentucky at the turn of the 19th century. They had seven children. Descendants live in Kentucky, Missouri, and Oklahoma. His descendants may have intermarried with members from various Native American tribes.
Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of moder...
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media c...