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Creative Industries
  • Language: en
  • Pages: 442

Creative Industries

This book explores the organization of creative industries, including the visual and performing arts, movies, theater, sound recordings, and book publishing. In each, artistic inputs are combined with other, "humdrum" inputs. But the deals that bring these inputs together are inherently problematic: artists have strong views; the muse whispers erratically; and consumer approval remains highly uncertain until all costs have been incurred. To assemble, distribute, and store creative products, business firms are organized, some employing creative personnel on long-term contracts, others dealing with them as outside contractors; agents emerge as intermediaries, negotiating contracts and matching...

Out of the Garden
  • Language: en
  • Pages: 430

Out of the Garden

  • Type: Book
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  • Published: 1993
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  • Publisher: Verso

This timely and innovative book provides a detailed history of marketing to children, revealing the strategies that shape the design of toys and have a powerful impact on the way children play. Stephen Kline looks at the history and development of children's play culture and toys from the teddy bear and Lego to the Barbie doll, Care Bears and Teenage Mutant Ninja Turtles. He profiles the rise of children's mass media - books, comics, film and television - and that of the specially stores such as Toys 'R' Us, revealing how the opportunity to reach large audiences of children through television was a pivotal point in developing new approaches to advertising. Contemporary youngsters, he shows, ...

Ponyville Confidential
  • Language: en
  • Pages: 265

Ponyville Confidential

  • Type: Book
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  • Published: 2017-03-14
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  • Publisher: McFarland

Beloved by young girls around the world, Hasbro's My Little Pony franchise has been mired in controversy since its debut in the early 1980s. Critics dismissed the cartoons as toy advertisements, and derided their embrace of femininity. The 2010 debut of the openly feminist My Little Pony: Friendship Is Magic renewed the backlash, as its broad appeal challenged entrenched notions about gendered entertainment. This first comprehensive study of My Little Pony explores the history and cultural significance of the franchise through Season 5 of Friendship Is Magic and the first three Equestria Girls films. The brand has continued to be on the receiving end of a sexist double standard regarding commercialism in children's entertainment, while masculine cartoons such as the Transformers have been spared similar criticism.

Chronology of Twentieth-Century History: Business and Commerce
  • Language: en
  • Pages: 767

Chronology of Twentieth-Century History: Business and Commerce

  • Type: Book
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  • Published: 2014-04-23
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  • Publisher: Routledge

First Published in 2004. Volume II provides the hard facts and the history behind the headlines; significant 20th-century events in the evolution of all aspects of business and commerce are described in chronologically-arranged articles. The text of each article is divided into two sections: Summary of the Event describes the event itself and the circumstances leading up to it, and Impact of the Event analyzes the influence of the event on the evolution of business practice or on a major industry in both the short and long terms. Each article concludes with a fully annotated Bibliography.

Shapers of American Childhood
  • Language: en
  • Pages: 287

Shapers of American Childhood

  • Type: Book
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  • Published: 2018-09-24
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  • Publisher: McFarland

The experience of growing up in the U.S. is shaped by many forces. Relationships with parents and teachers are deeply personal and definitive. Social and economic contexts are broader and harder to quantify. Key individuals in public life have also had a marked impact on American childhood. These 18 new essays examine the influence of pivotal figures in the culture of 20th and 21st century childhood and child-rearing, from Benjamin Spock and Walt Disney to Ruth Handler, Barbie's inventor, and Ernest Thompson Seton, founder of the Boy Scouts of America.

Children and the Media
  • Language: en
  • Pages: 228

Children and the Media

various members of the entertainment, scholarly, and political communities, including Senator Paul Simon, Harvard professor Gerald Lesser, television personality Fred Rogers, and Representative Patricia Schroeder. Children and the Media goes beyond predictable debates over children and media. It considers various interest groups, from consumer to producer, with the intention of stimulating more disciplined intelligence on the topic, thus leading to continuing creative.

Kids' Stuff
  • Language: en
  • Pages: 338

Kids' Stuff

To sort out who's who and what's what in the enchanting, vexing world of Barbies(R) and Ninja Turtles(R), Tinkertoys(R) and teddy bears, is to begin to see what's become of childhood in America. It is this changing world, and what it unveils about our values, that Gary Cross explores in Kids' Stuff, a revealing look into the meaning of American toys through this century. Early in the 1900s toys reflected parents' ideas about children and their futures. Erector sets introduced boys to a realm of business and technology, while baby dolls anticipated motherhood and building blocks honed the fine motor skills of the youngest children. Kids' Stuff chronicles the transformation that occurred as th...

The End of Victory Culture
  • Language: en
  • Pages: 410

The End of Victory Culture

"Sets out to trace the vicissitudes of America's self-image since World War ll as they showed up in popular culture: war toys, war comics, war reporting, and war films. It succeeds brilliantly ... Engelhardt's prose is smart and smooth, and his book is social and cultural history of a high order." Boston Globe, from the bookjacket.

Digital Play
  • Language: en
  • Pages: 376

Digital Play

In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

Saturday Morning Censors
  • Language: en
  • Pages: 300

Saturday Morning Censors

On televison and censorship