Crisis Urbanism and Postcolonial African Cities in Postmillennial Cinema, Mututa, Addamms
Автор: Tsikhungu, Shikuku Emmanuel Название: Identity in postmillennial german films on africa ISBN: 3631650876 ISBN-13(EAN): 9783631650875 Издательство: Peter Lang Рейтинг: Цена: 9971.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book is a literary and cultural investigation of the different levels of identity as revealed in German films on and about Africa. Taking sexual, spatial, linguistic and body identities as its core concern, the book elucidates how the contemporary German film narratives on Africa binarize bordeline cultural and geographical identities. While this binarism assigns the metropolitan status to the German, the African is relegated to the margins in the human socio-geocultural aspects. The book contradicts this kind of binary narration as it argues that trans-border identities are fraught with complexities that cannot be simply straitjacketed. It celebrates those moments where the narratives challenge the existing boundaries at the interstice between the North and the South. It further celebrates the moments where the film narratives recognize the complexity of cultures by acknowledging the disruptiveness and continuities of linguistic, cultural, sexual, spatial and body identities especially at the contact zone of Germany and Africa.
Автор: Serazio Michael Название: The Power of Sports: Media and Spectacle in American Culture ISBN: 1479887315 ISBN-13(EAN): 9781479887316 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4891.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
A provocative, must-read investigation that both appreciates the importance of—and punctures the hype around—big-time contemporary American athletics In an increasingly secular, fragmented, and distracted culture, nothing brings Americans together quite like sports. On Sundays in September, more families worship at the altar of the NFL than at any church. This appeal, which cuts across all demographic and ideological lines, makes sports perhaps the last unifying mass ritual of our era, with huge numbers of people all focused on the same thing at the same moment. That timeless, live quality—impervious to DVR, evoking ancient religious rites—makes sports very powerful, and very lucrative. And the media spectacle around them is only getting bigger, brighter, and noisier—from hot take journalism formats to the creeping infestation of advertising to social media celebrity schemes. More importantly, sports are sold as an oasis of community to a nation deeply divided: They are escapist, apolitical, the only tie that binds. In fact, precisely because they appear allegedly “above politics,” sports are able to smuggle potent messages about inequality, patriotism, labor, and race to massive audiences. And as the wider culture works through shifting gender roles and masculine power, those anxieties are also found in the experiences of female sports journalists, athletes, and fans, and through the coverage of violence by and against male bodies. Sports, rather than being the one thing everyone can agree on, perfectly encapsulate the roiling tensions of modern American life. Michael Serazio maps and critiques the cultural production of today’s lucrative, ubiquitous sports landscape. Through dozens of in-depth interviews with leaders in sports media and journalism, as well as in the business and marketing of sports, The Power of Sports goes behind the scenes and tells a story of technological disruption, commercial greed, economic disparity, military hawkishness, and ideals of manhood. In the end, despite what our myths of escapism suggest, Serazio holds up a mirror to sports and reveals the lived realities of the nation staring back at us.
Автор: Goldberg Greg Название: Antisocial Media: Anxious Labor in the Digital Economy ISBN: 147982190X ISBN-13(EAN): 9781479821907 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3887.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The debate surrounding the transformation of work at the hands of digital technology and the anxieties brought forth by automation, the sharing economy, and the exploitation of leisure We have been told that digital technology is now threatening the workplace as we know it, that advances in computing and robotics will soon make human labor obsolete, that the sharing economy, exemplified by Uber and Airbnb, will degrade the few jobs that remain, and that the boundaries between work and play are collapsing as Facebook and Instagram infiltrate our free time. In this timely critique, Greg Goldberg examines the fear that work is being eviscerated by digital technology. He argues that it is not actually the degradation or disappearance of work that is so troubling, but rather the underlying notion that society itself is under attack, and more specifically the bonds of responsibility on which social relations depend. Rather than rushing to the defense of the social, however, Goldberg instead imagines the appeal of refusing the hard work of being a responsible and productive member of society.
Автор: Fickle Tara Название: The Race Card: From Gaming Technologies to Model Minorities ISBN: 1479868558 ISBN-13(EAN): 9781479868551 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pok?mon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways.
Автор: Catherine Zimmer Название: Surveillance Cinema ISBN: 1479864374 ISBN-13(EAN): 9781479864379 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In Paris, a static video camera keeps watch on a bourgeois home. In Portland, a webcam documents the torture and murder of kidnap victims. And in clandestine intelligence offices around the world, satellite technologies relentlessly pursue the targets of global conspiracies. Such plots represent only a fraction of the surveillance narratives that have become commonplace in recent cinema. Catherine Zimmer examines how technology and ideology have come together in cinematic form to play a functional role in the politics of surveillance. Drawing on the growing field of surveillance studies and the politics of contemporary monitoring practices, she demonstrates that screen narrative has served to organize political, racial, affective, and even material formations around and through surveillance. She considers how popular culture forms are intertwined with the current political landscape in which the imagery of anxiety, suspicion, war, and torture has become part of daily life. From Enemy of the State and The Bourne Series to Saw, Cache and Zero Dark Thirty, Surveillance Cinema explores in detail the narrative tropes and stylistic practices that characterize contemporary films and television series about surveillance.
Автор: Zimmer Catherine Название: Surveillance Cinema ISBN: 1479836672 ISBN-13(EAN): 9781479836673 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4891.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In Paris, a static video camera keeps watch on a bourgeois home. In Portland, a webcam documents the torture and murder of kidnap victims. And in clandestine intelligence offices around the world, satellite technologies relentlessly pursue the targets of global conspiracies. Such plots represent only a fraction of the surveillance narratives that have become commonplace in recent cinema. Catherine Zimmer examines how technology and ideology have come together in cinematic form to play a functional role in the politics of surveillance. Drawing on the growing field of surveillance studies and the politics of contemporary monitoring practices, she demonstrates that screen narrative has served to organize political, racial, affective, and even material formations around and through surveillance. She considers how popular culture forms are intertwined with the current political landscape in which the imagery of anxiety, suspicion, war, and torture has become part of daily life. From Enemy of the State and The Bourne Series to Saw, Cache and Zero Dark Thirty, Surveillance Cinema explores in detail the narrative tropes and stylistic practices that characterize contemporary films and television series about surveillance.
Автор: Patterson Christopher B. Название: Open World Empire: Race, Erotics, and the Global Rise of Video Games ISBN: 1479802042 ISBN-13(EAN): 9781479802043 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 13042.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
Автор: Ruberg Bonnie Название: Video Games Have Always Been Queer ISBN: 1479831034 ISBN-13(EAN): 9781479831036 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can--and should--be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games--because video games have, in fact, always been queer.
Winner, 2020 Outstanding Book Award, given by the International Communication Association
Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers
How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike. Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption.
Автор: Ellcessor Elizabeth Название: Restricted Access ISBN: 1479853437 ISBN-13(EAN): 9781479853434 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4514.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
How reconsidering digital media and participatory cultures from the standpoint of disability allows for a full understanding of accessibility. While digital media can offer many opportunities for civic and cultural participation, this technology is not equally easy for everyone to use. Hardware, software, and cultural expectations combine to make some technologies an easier fit for some bodies than for others. A YouTube video without closed captions or a social network site that is incompatible with a screen reader can restrict the access of users who are hard of hearing or visually impaired. Often, people with disabilities require accommodation, assistive technologies, or other forms of aid to make digital media accessible—useable—for them. Restricted Access investigates digital media accessibility—the processes by which media is made usable by people with particular needs—and argues for the necessity of conceptualizing access in a way that will enable greater participation in all forms of mediated culture. Drawing on disability and cultural studies, Elizabeth Ellcessor uses an interrogatory framework based around issues of regulation, use, content, form, and experience to examine contemporary digital media. Through interviews with policy makers and accessibility professionals, popular culture and archival materials, and an ethnographic study of internet use by people with disabilities, Ellcessor reveals the assumptions that undergird contemporary technologies and participatory cultures. Restricted Access makes the crucial point that if digital media open up opportunities for individuals to create and participate, but that technology only facilitates the participation of those who are already privileged, then its progressive potential remains unrealized. Engagingly written with powerful examples, Ellcessor demonstrates the importance of alternate uses, marginalized voices, and invisible innovations in the context of disability identities to push us to rethink digital media accessibility.
Описание: This book provides a framework to rethink postcoloniality and urbanism from African perspectives. Bringing together multidisciplinary perspectives on African crises through postmillennial films the book addresses the need to situate global south cultural studies within the region.
Автор: Click Melissa Название: Anti-Fandom: Dislike and Hate in the Digital Age ISBN: 1479805270 ISBN-13(EAN): 9781479805273 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A revealing look at the pleasure we get from hating figures like politicians, celebrities, and TV characters, showcased in approaches that explore snark, hate-watching, and trolling The work of a fan takes many forms: following a favorite celebrity on Instagram, writing steamy fan fiction fantasies, attending meet-and-greets, and creating fan art as homages to adored characters. While fandom that manifests as feelings of like and love are commonly understood, examined less frequently are the equally intense, but opposite feelings of dislike and hatred. Disinterest. Disgust. Hate. This is anti-fandom. It is visible in many of the same spaces where you see fandom: in the long lines at ComicCon, in our politics, and in numerous online forums like Twitter, Tumblr, Reddit, and the ever dreaded comments section. This is where fans and fandoms debate and discipline. This is where we love to hate. Anti-Fandom, a collection of 15 original and innovative essays, provides a framework for future study through theoretical and methodological exemplars that examine anti-fandom in the contemporary digital environment through gender, generation, sexuality, race, taste, authenticity, nationality, celebrity, and more. From hatewatching Girls and Here Comes Honey Boo Boo to trolling celebrities and their characters on Twitter, these chapters ground the emerging area of anti-fan studies with a productive foundation. The book demonstrates the importance of constructing a complex knowledge of emotion and media in fan studies. Its focus on the pleasures, performances, and practices that constitute anti-fandom will generate new perspectives for understanding the impact of hate on our identities, relationships, and communities.
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