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Show Me Where It Hurts
  • Language: en
  • Pages: 195

Show Me Where It Hurts

In Show Me Where It Hurts, Monica Chiu argues that graphic pathography—long-form comics by and about subjects who suffer from disease or are impaired—re-vitalizes and re-visions various negatively affected corporeal states through hand-drawn images. By the body and for the body, the medium is subversive and reparative, and it stands in contradistinction to clinical accounts of illness that tend to disembody or objectify the subject. Employing affect theory, spatial theory, vital materialism, and approaches from race and ethnic studies, women and gender studies, disability studies, and comics studies, Chiu provides readings of recently published graphic pathography. Chiu argues that these...

Understanding Video Game Music
  • Language: en
  • Pages: 265

Understanding Video Game Music

Music is a central component of video games. This book provides methods and concepts for understanding how game music works.

Music, Sound and Multimedia
  • Language: en
  • Pages: 224

Music, Sound and Multimedia

This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a ...

Music and Game
  • Language: en
  • Pages: 224

Music and Game

This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.

Technologies of History
  • Language: en
  • Pages: 223

Technologies of History

  • Type: Book
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  • Published: 2011
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  • Publisher: UPNE

Captain Kirk fought Nazis. JFK's assassination is a videogame touchstone. And there's no history like "Drunk History."

Uncanny Bodies
  • Language: en
  • Pages: 245

Uncanny Bodies

Superhero comics reckon with issues of corporeal control. And while they commonly deal in characters of exceptional or superhuman ability, they have also shown an increasing attention and sensitivity to diverse forms of disability, both physical and cognitive. The essays in this collection reveal how the superhero genre, in fusing fantasy with realism, provides a visual forum for engaging with issues of disability and intersectional identity (race, ethnicity, class, gender, and sexuality) and helps to imagine different ways of being in the world. Working from the premise that the theoretical mode of the uncanny, with its interest in what is simultaneously known and unknown, ordinary and extr...

The Oxford Handbook of Sound and Image in Digital Media
  • Language: en
  • Pages: 833

The Oxford Handbook of Sound and Image in Digital Media

  • Categories: Art

This collection surveys the contemporary landscape of audiovisual media. Contributors from image and sound studies explore the history and the future of moving-image media across a range of formats including blockbuster films, video games, music videos, social media, experimental film, documentaries, video art, pornography, theater, and electronic music.

Music In Video Games
  • Language: en
  • Pages: 247

Music In Video Games

  • Type: Book
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  • Published: 2014-03-26
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  • Publisher: Routledge

From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Medievalisms
  • Language: en
  • Pages: 185

Medievalisms

  • Type: Book
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  • Published: 2012-11-12
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  • Publisher: Routledge

From King Arthur and Robin Hood, through to video games and jousting-themed restaurants, medieval culture continues to surround us and has retained a strong influence on literature and culture throughout the ages. This fascinating and illuminating guide is written by two of the leading contemporary scholars of medieval literature, and explores: The influence of medieval cultural concepts on literature and film, including key authors such as Shakespeare, Tennyson, and Mark Twain The continued appeal of medieval cultural figures such as Dante, King Arthur, and Robin Hood The influence of the medieval on such varied disciplines such as politics, music, children’s literature, and art. Contemporary efforts to relive the Middle Ages. Medievalisms: Making the Past in the Present surveys the critical field and sets the boundaries for future study, providing an essential background for literary study from the medieval period through to the twenty-first century.

Authenticity in the Music of Video Games
  • Language: en
  • Pages: 211

Authenticity in the Music of Video Games

From historical games to hyperrealism to retro gaming, Authenticity in the Music of Video Games explores, the shifting understanding of authenticity among players. What do gamers believe authenticity to be? How are their expectations structured by the soundtrack? And how do their actions impact the overall interaction of sound with narrative? Ranging from harmonic analysis to more multimedia approaches, the book links musical analysis to the practical experience of gamers.