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Book Playing with Power in Movies  Television  and Video Games

Download or read book Playing with Power in Movies Television and Video Games written by Marsha Kinder and published by Univ of California Press. This book was released on 2023-09-01 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Book Playing with Power in Movies  Television  and Video Games

Download or read book Playing with Power in Movies Television and Video Games written by Marsha Kinder and published by Univ of California Press. This book was released on 2023-09-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Book Power Play

    Book Details:
  • Author : Asi Burak
  • Publisher : Macmillan + ORM
  • Release : 2017-01-31
  • ISBN : 1250089344
  • Pages : 237 pages

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Book The Video Game Explosion

Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Book The Video Game Theory Reader

Download or read book The Video Game Theory Reader written by Mark J.P. Wolf and published by Routledge. This book was released on 2013-10-08 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

Book The Medium of the Video Game

Download or read book The Medium of the Video Game written by Mark J. P. Wolf and published by University of Texas Press. This book was released on 2010-07-22 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Book Blood Cinema

    Book Details:
  • Author : Marsha Kinder
  • Publisher : Univ of California Press
  • Release : 1993-12-06
  • ISBN : 0520081579
  • Pages : 567 pages

Download or read book Blood Cinema written by Marsha Kinder and published by Univ of California Press. This book was released on 1993-12-06 with total page 567 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is the most complete, in-depth, sophisticated study of Spanish cinema available in any language."—Marvin D'Lugo, author of The Films of Carlos Saura

Book International Journal of Transmedia Literacy  IJTL  Vol 1  No 1  2015

Download or read book International Journal of Transmedia Literacy IJTL Vol 1 No 1 2015 written by AA. VV. and published by LED Edizioni Universitarie. This book was released on 2016-04-20T15:05:00+02:00 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forms of fiction and literature underwent a process of disembodiment and cross-fertilization during the revolution from the Gutenberg Galaxy (printed paper, mass distribution) to the McLuhan Galaxy (new media, hypertext, cooperative writing). The dimension of literacy has moved from a semioticallymeasured geometry to a dislocation and a deconstruction of contents and channels that give expression to new products. The impact of social media on narratology has redefined the meaning of readership and authorship. The author not only loses his/her traditional role, but becomes an icon of himself/herself, a collective-minded producer that is self-perceived through the extroflexed eye of the amniotic network in which he/she defines his/her narrative experience. Transmedia culture defines a new cross-networked and amniotic literacy, considering that we are not facing a simple adaptation of different narrative forms from one media to another: different media and languages participate and contribute to the construction of a transmedia environment. The first issue of the IJTL seeks to shed light on transmedia literacy according to the epistemological crisis of authorship and the new dimension of participation and relationship offered by both the Web and New Media. Moving from the state of the art, the aim is to investigate the interdisciplinary relations in the field of transmedia literacy, in order to favour a pattern recognition about theories, technologies, and social dimensions of the phenomena to offer a critical toolkit to understand and map out the emerging knowledge and practices created by this new field.

Book Cultural Industries and the Production of Culture

Download or read book Cultural Industries and the Production of Culture written by Dominic Power and published by Routledge. This book was released on 2004-08-05 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the Second World War there has been considerable growth in the importance of non-manufacturing based forms of production to the performance of many Western economies. Many countries have seen increased contributions being made by industries such as the media, entertainment and artistic sectors. Gathering together a leading international, multi disciplinary team of researchers, this informative book presents cutting-edge perspectives on how these industries function, their place in the new economy and how they can be harnessed for urban and regional economic and social development.

Book Children  Cinema and Censorship

Download or read book Children Cinema and Censorship written by Sarah J. Smith and published by Bloomsbury Publishing. This book was released on 2005-06-22 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Children have long been one of cinema's largest audiences yet, from its infancy, cinema has in the minds of moral watchdogs accompanied a succession of pastimes and new technologies as catalysts for juvenile delinquency. From 'penny dreadfuls' and comic books to television, 'video nasties' and computer games, and more recently, gangsta rap, mobile phones and the Internet - all have been seen as threats to children's safety, health, morality and literacy, and cinema is no exception. Writing with energy and wit and mobilising impressive original research, Sarah J. Smith explores recurring debates in Britain and America about children and how they use and respond to the media, focusing on a key example: the controversy and apparent moral panic surrounding children and cinema in its heyday, the 1930s. She shows how children colonised the cinema and established their own distinct cinema culture. And, considering films from "Snow White and the Seven Dwarfs" to "Scarface" and "King Kong", she explores attempts to control children's viewing, the underlying ideas that supported these approaches and the extent to which they were successful. Revealing the ways in which children subverted or circumvented official censorship - including the Hays Code and the British Board of Film Censors - she develops a challenging new proposition: that children were agents in the regulation of their own viewing, not simply passive consumers.

Book Kids  Media Culture

Download or read book Kids Media Culture written by Marsha Kinder and published by Duke University Press. This book was released on 1999 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of feminist cultural studies essays on children's television.

Book Playing with Power  Nintendo NES Classics

Download or read book Playing with Power Nintendo NES Classics written by Garitt Rocha and published by Prima Games. This book was released on 2016-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fascinating retrospective on 17 NES classics including complete walkthroughs-- including Super Mario Bros. 3, Donkey Kong, and The Legend of Zelda!. A journey through three eras of NES history. Commentary and history from Nintendo visionaries who pioneered this era of gaming. An inside look at the system and game paks. Priceless excerpts from Nintendo Power magazine back issues! Plus maps, character art, and extras!

Book Extra Lives

    Book Details:
  • Author : Tom Bissell
  • Publisher : Vintage
  • Release : 2011-06-14
  • ISBN : 0307474313
  • Pages : 258 pages

Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Book Working Mother

    Book Details:
  • Author :
  • Publisher :
  • Release : 1993-06
  • ISBN :
  • Pages : 96 pages

Download or read book Working Mother written by and published by . This book was released on 1993-06 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: The magazine that helps career moms balance their personal and professional lives.

Book American Television

Download or read book American Television written by Nick Browne and published by Routledge. This book was released on 2013-07-18 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work brings together writings on television published in Quarterly Review of Film and Video, from essays by Nick Browne and Beverle Houston to the latest historical and critical research. It considers television's economics, technologies, forms and audiences from a cultural perspective that links history, theory and criticism. The authors address several key issues: the formative period in American television history; the relation between television's political economy and its cultural forms; gender and melodrama; and new technologies such as video games and camcorders. Originally published in 1993.

Book The Gaming Mind

    Book Details:
  • Author : Alexander Kriss
  • Publisher : The Experiment
  • Release : 2020-03-31
  • ISBN : 1615196811
  • Pages : 272 pages

Download or read book The Gaming Mind written by Alexander Kriss and published by The Experiment. This book was released on 2020-03-31 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.