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The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emula...
Over the last ten years or so, it has become commonplace to hear talk of an obscurantist threat linked to a rise in irrationality, manifested mainly by a mistrust of vaccination and conventional medicine. But obscurantism can also be found where we pride ourselves on fighting it. In this case, it is no longer the work of marginal or anti-establishment groups, but of a dominant way of thinking that presents itself as that of science and rationality. The aim of this book is to lift the veil on this obscurantism in power. Through numerous examples, from impeded research into unexplained phenomena such as near-death experiences, to the vast field of medicine where the pharmaceutical industry has cornered the market on proving the usefulness of a treatment, Brice Perrier reveals how reason is transformed into dogmatism and hinders the advancement of knowledge. The aim of the book is not to say what is true or false, nor to settle scientific controversies, but to understand why these debates, which have always been legitimate and even necessary in science, may simply no longer be allowed.
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Combining global, media, and cultural studies, this book analyzes the success of Hallyu, or the "Korean Wave” in the West, both at a macro and micro level, as an alternative pop culture globalization. This research investigates the capitalist ecosystem (formed by producers, institutions and the state), the soft power of Hallyu, and the reception among young people, using France as a case study, and placing it within the broader framework of the 'consumption of difference.' Seen by French fans as a challenge to Western pop culture, Hallyu constitutes a material of choice for understanding the cosmopolitan apprenticeships linked to the consumption of cultural goods, and the use of these resources to build youth’s biographical trajectories. The book will be relevant to researchers, as well as undergraduate and postgraduate students in sociology, cultural studies, global studies, consumption and youth studies.
Upon its 1990 NES release, Super Mario Bros. 3 flew in on the P-wings of critical raves, intense popular demand, and the most sophisticated marketing campaign Nintendo of America had ever attempted. Shigeru Miyamoto's ultimate 8-bit platformer lived up to all the hype and elevated Mario from mascot to icon. But what exactly made this game the phenomenon it was? With the help of her friends and family, critics inside and outside the realm of gaming, and former Nintendo of America employees, Alyse Knorr traverses the Mushroom World looking for answers. Along the way, Knorr unearths SMB3's connections to theater and Japanese folklore, investigates her own princess-rescuing impulses, and examines how the game's animal costumes, themed worlds, tight controls, goofy enemies, and memorable music cohere in a game that solidified Mario's conquest of the NES era.
Over the last century, the medium of animation has served as an expression of childhood as well as a method of subverting the expectations of what society has promised for the future. Separated into three parts, this work assembles various explorations of taste, culture and passion through animation. Section I features essays that outline the historical changes in art and society that gave rise to an outsider culture that found a home in animation. In the second section, essays examine the practical use of animation as a voice for the underserved. Finally, in Section III, essays analyze the ways in which animation has reshaped the acceptance of outsider status to embrace otherness. Featuring everything from feature-length films to self-produced YouTube videos, the essays in this text reflect a shared love of animation and its unique ability to comment on society and culture.
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
« À force de remporter nos victoires par le vide, la politique est devenue, non plus un dialogue de sourds, mais un débat de muets. »
Now a sprawling video game franchise, Resident Evil has kept us on the edge of our seats for decades with its tried-and-true brand of jump scares, zombie action, and biological horror. But even decades after its release, we can’t stop revisiting the original’s thrills, chills, and sometimes unintentional spills. Pop culture writer and horror cinephile Philip J Reed takes dead aim at 1996’s Resident Evil, the game that named and defined the genre we now call “survival horror.” While examining Resident Evil’s influences from the worlds of film, literature, and video games alike, Reed’s love letter to horror examines how the game’s groundbreaking design and its atmospheric fixed-cam cinematography work to thrill and terrify players—and why that terror may even be good for you. Featuring a foreword from Troma Entertainment legend Lloyd Kaufman and new interviews with the game’s voice actors and its live-action cast, the book serves as the master of unlocking the behind-the-scenes secrets of Resident Evil, and shows how even a game filled with the most laughable dialogue can still scare the pants off of you.
A collector's book to learn more about the world of one of the most legendary video games! To celebrate the 30th anniversary of The Legend of Zelda, Third Editions wanted to pay respect to this legendary saga, one of the most prestigious in the gaming world. This work chronicles every game of the series, from the first episode to the latest Hyrule Warriors on 3DS, deciphering the whole universe using deep analysis and reflection. Dive into this unique publication, presented as an ancient tome, which will allow adventure fans to finally (re)discover the amazing Legend of Zelda. Immerse yourself in this unique collection, presented in the form of an old grimoire, which will delight all adventu...