Автор: Coker Cait, Palumbo Donald E., Sullivan III C. W. Название: The Global Vampire: Essays on the Undead in Popular Culture Around the World ISBN: 1476675945 ISBN-13(EAN): 9781476675947 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 6098.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Features over a dozen interdisciplinary scholars reading popular texts through critical lenses that range from traditional literary studies, to video game scholarship, to ecocriticism. Challenging the field of popular vampire studies, this book asks the question: What is the vampire in different global contexts, and what does it represent?
Автор: Miller Cynthia J Название: Undead in the West II ISBN: 0810892642 ISBN-13(EAN): 9780810892644 Издательство: Rowman & Littlefield Publishers Рейтинг: Цена: 19008.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This companion to Undead in the West (Scarecrow 2012) explores the blending of the Western genre with zombies, vampires, mummies, ghosts, and spirits in comics, graphic novels, literature, games, new media, fandom and material culture.
Описание: As DIY digital maker culture proliferates globally, research on these practices is also maturing beyond conceptual speculation and propositional dogma. Nevertheless, particular terminologies dominate beyond their Anglo-Saxon contexts, and technocultural histories of digital making are often rendered as over-simplified technomyths and hagiographies of selected gurus. This issue brings together contributions from cultural-historical perspectives, technology and design histories and historiographies, as well as alternative histories related to postcolonial resistance. The papers give voice to hidden antecedents that play a role in maker subcultures and their social imaginaries. Alongside peer-reviewed articles, the special issue will feature an interview with Peter Harper, Centre for Alternative Technology in Wales, by Simon Sadler. The interview sheds light on the "Exhibition of People's Technology" that was displayed at the Moderna Museet during the landmark United Nations Conference on the Human Environment in Stockholm in June 1972. Very little has been published on this compelling exhibition.
Автор: Daniel Cermak-Sassenrath Название: Playful Disruption of Digital Media ISBN: 981133823X ISBN-13(EAN): 9789811338236 Издательство: Springer Рейтинг: Цена: 12577.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun.
The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media.
Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.
Автор: Daniel Cermak-Sassenrath Название: Playful Disruption of Digital Media ISBN: 9811018898 ISBN-13(EAN): 9789811018893 Издательство: Springer Рейтинг: Цена: 12577.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Introduction: The subversive nature of play/games.- Part I Play, learning and reflection.- Questions Over Answers: Reflective Game Design.- The Phylogeny of Play.- Bodies in Play: Shifting between the virtual and physical body as a play element.- Blending & Blurring: Experiences with a Political Art Game.- Part II System, society, empowerment.- Destabilizing playgrounds: Cartographical interfaces, mutability, risk and play.- The State of Play: Exploring Technological Materiality in e-Textiles through Expert and Maker Cultures.- Case study: Shoot Me Now(TM), an international mobile live collaboration.- Creativity in Productive Play.- Part III Mis-use, struggle, control.- Playing the Arts - Subverting the Data.- Little Big Learning: Playful (mis)use of user-created content.- Part IV Place, reality, meaning.- Playful Subversion and Transformative Disruption.- Makin' Cake - Provocation, Self-Confrontation and the Opacity of Play.- Playing on the Edge
Автор: Pablo Abend; Benjamin Beil; Vanessa Ossa Название: Playful Participatory Practices ISBN: 3658286180 ISBN-13(EAN): 9783658286187 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures.
Описание: As DIY digital maker culture proliferates globally, research on these practices is also maturing. Still, particular terminologies dominate beyond their Western contexts, and technocultural histories of making are often rendered as over-simplified technomyths that render invisible diverse local practices. This special issue brings together contributions that highlight how historicising plays a role in mythmaking and the creation of social imaginaries. The peer-reviewed articles present cultural-historical perspectives, technology and design histories and historiographies, and alternative histories related to postcolonial resistance. The contributions illustrate the relevance of craft to making as a reparative practice after the Salvadoran Civil War and as a leisure activity to spark "innovation" in mid-century corporate culture; the political-economic background to the diffusion and differentiation of community workshops in contemporary Spain and post-war Germany; and the various aesthetics and politics of technology culture manifestos over the years. The issue features an interview with Peter Harper of the Alternative Technology movement by Simon Sadler, as well as an interview with Felix Holm and Sune Stassen on the antecedents of making and design in South Africa. The special issue is rounded off with six short alternative (hi)stories of DIY making including multiple practices, geographies and temporalities.
Описание: This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. It takes a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, "goldfarming", and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as "gamification" while critical voices denounce such attempts as ideology, exploitation or simply "bullshit".
Описание: The kaleidoscope, the stereoscope, and other nineteenth-century optical toys analyzed as "new media" of their era, provoking anxieties similar to our own about children and screens.
In the nineteenth century, the kaleidoscope, the thaumatrope, the zoetrope, the stereoscope, and other optical toys were standard accessories of a middle-class childhood, used both at home and at school. In Playful Visions, Meredith Bak argues that the optical toys of the nineteenth century were the "new media" of their era, teaching children to be discerning consumers of media--and also provoking anxieties similar to contemporary worries about children's screen time. Bak shows that optical toys--which produced visual effects ranging from a moving image to the illusion of depth--established and reinforced a new understanding of vision as an interpretive process. At the same time, the expansion of the middle class as well as education and labor reforms contributed to a new notion of childhood as a time of innocence and play. Modern media culture and the emergence of modern Western childhood are thus deeply interconnected.
Drawing on extensive archival research, Bak discusses, among other things, the circulation of optical toys, and the wide visibility gained by their appearance as printed templates and textual descriptions in periodicals; expanding conceptions of literacy, which came to include visual acuity; and how optical play allowed children to exercise a sense of visual mastery. She examines optical toys alongside related visual technologies including chromolithography--which inspired both chromatic delight and chromophobia. Finally, considering the contemporary use of optical toys in advertising, education, and art, Bak analyzes the endurance of nineteenth-century visual paradigms.
Описание: Through analysis of three case study videogames – Left 4 Dead 2, DayZ and Minecraft – and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players’ creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games’ boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time.
Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.
Автор: Bacon Simon, Bronk Katarzyna Название: Growing Up with Vampires: Essays on the Undead in Children`s Media ISBN: 147667552X ISBN-13(EAN): 9781476675527 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 7484.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Growing Up with Vampires is the first book to focus solely on the figure of the vampire in print, film, and other media specifically meant for pre-teen children. Whilst narratives about the undead are often considered suitable only for adults, there is a long history of their appearance in material meant for children. Although the essays in this collection mainly consider examples from Western culture in the 20th and 21st centuries they provide an important and accessible roadmap of when vampires became popular in children’s media, how to explore the ways in which vampires are used, what they might symbolize, and what their ultimate meaning or significance might be. Vampires are never what they quite seem: in stories for children they are just as likely to be an expression of anxiety around change, growing up, aging and the unfamiliar as they are to be the new best friend who will make you realize just how special difference and individuality are. Growing Up with Vampires is an ideal introduction for those new to the topic and an invaluable resource to readers looking to gain further insight into vampires in/and children’s media.
Автор: Whitman Glen, Dow James Название: Economics of the Undead: Zombies, Vampires, and the Dismal Science ISBN: 1442256664 ISBN-13(EAN): 9781442256668 Издательство: Rowman & Littlefield Publishers Рейтинг: Цена: 3166.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Whether preparing us for economic recovery after the zombie apocalypse, analyzing vampire investment strategies, or illuminating the market forces that affect vampire-human romances, Economics of the Undead gives both seasoned economists and layman readers something to sink their teeth into.
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