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Showing 1 - 9 of 9 matches in All Departments
This unique collection frames the classic debates on objects and aims to generate new ones by reshaping the ways in which the object can be taught and studied, from a wide variety of disciplines and fields. The Object Reader elucidates objects in many of their diverse roles, dynamics and capacities. Precisely because the dedicated study of objects does not reside neatly within a single discipline, this collection is comprised of numerous academic fields. The selected writings are drawn from from anthropology, art history, classical studies, critical theory, cultural studies, digital media, design history, disability studies, feminism, film and television studies, history, philosophy, psychoanalysis, social studies of science and technology, religious studies and visual culture. The collection, composed of twentieth and twenty-first century writing also seeks to make its own contribution through original work, in the form of twenty-five short 'object lessons' commissioned specifically for this project. These new and innovative studies from key writers across a range of disciplines will enable students to look upon their surroundings with trained eyes to search out their own 'object studies'.
This unique collection frames the classic debates on objects and aims to generate new ones by reshaping the ways in which the object can be taught and studied, from a wide variety of disciplines and fields. The Object Reader elucidates objects in many of their diverse roles, dynamics and capacities. Precisely because the dedicated study of objects does not reside neatly within a single discipline, this collection is comprised of numerous academic fields. The selected writings are drawn from from anthropology, art history, classical studies, critical theory, cultural studies, digital media, design history, disability studies, feminism, film and television studies, history, philosophy, psychoanalysis, social studies of science and technology, religious studies and visual culture. The collection, composed of twentieth and twenty-first century writing also seeks to make its own contribution through original work, in the form of twenty-five short 'object lessons' commissioned specifically for this project. These new and innovative studies from key writers across a range of disciplines will enable students to look upon their surroundings with trained eyes to search out their own 'object studies'.
Feeling Leeds gazes into the curious world of the dislocated supporter, the football fan not born and bred in the shadow of their club's ground. Raiford Guins is one such fan. His book recounts the highs and lows of supporting a team from afar - from paying $20 to watch Leeds United matches in Florida via dodgy satellite feeds in the early 1990s, to ringing Elland Road when it was the only way to get midweek results before the internet, to working out league tables with out-of-date copies of Shoot!, to celebrating madly while fuelling his car and watching Leeds clinch a late winner against Villa in December 2018 on his iPhone. Trivial to the supporter who can easily walk to their ground, such moments form the backbone of belonging for those with an ocean between themselves and the turnstiles. Feeling Leeds is the story of one supporter's commitment to cultivating an emotional connection to Leeds United for nearly 40 years. It is written by and for supporters worldwide for whom every day is an away day.
A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.
If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA’s football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA’s FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium’s culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance of EA’s FIFA. From looking at the cultures of fandom to analyzing the technical elements of the sports simulation, and covering the complicated relations that EA’s FIFA has with gender, embodiment, and masculinity, this collection provides a comprehensive understanding of a video game series that is changing the way the most popular sport in the world is experienced. In doing so, the book serves as a reference text for scholars in many disciplines, including game studies, sociology of sports, history of games, and sports research.
If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA’s football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA’s FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium’s culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance of EA’s FIFA. From looking at the cultures of fandom to analyzing the technical elements of the sports simulation, and covering the complicated relations that EA’s FIFA has with gender, embodiment, and masculinity, this collection provides a comprehensive understanding of a video game series that is changing the way the most popular sport in the world is experienced. In doing so, the book serves as a reference text for scholars in many disciplines, including game studies, sociology of sports, history of games, and sports research.
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari - from Pong to Asteroids and beyond - but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With "tasteful packaging", Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari - from Pong to Asteroids and beyond - but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With "tasteful packaging", Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.
Not long ago it would have been an absurd idea to purchase a television, CD or MP3 or DVD player, computer software, or game console with the intention of limiting its capabilities. However, as Raiford Guins demonstrates in Edited Clean Version, today’s media technology is marketed and sold for what it does not contain and what it will not deliver. TVs equipped with V-chips, Internet filters, editing DVD players, clean-version CDs and MP3s, and game consoles with parental control features can block out, monitor, disable, and filter information. As Guins argues in this provocative book, consumers now find themselves in new relationships with their everyday media in which they inscribe their viewing, listening, and playing experiences with self-prescribed and technologically enabled values and morals. Censorial practices are not so much enacted on media by regulatory bodies today as they are in our media technology. According to Guins, these new “control technologies” are designed to embody an ethos of neoliberal governance—through the very media that have been previously presumed to warrant management, legislation, and policing. Repositioned within a discourse of empowerment, security, and choice, the action of regulation, he reveals, has been relocated into the hands of users.
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